Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/Source/Screens/NetLobbyScreen.cs

201 lines
5.6 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
partial class NetLobbyScreen : Screen
{
private Submarine selectedSub;
private Submarine selectedShuttle;
private bool usingShuttle = true;
public Submarine SelectedSub
{
get { return selectedSub; }
set { selectedSub = value; lastUpdateID++; }
}
public Submarine SelectedShuttle
{
get { return selectedShuttle; }
set { selectedShuttle = value; lastUpdateID++; }
}
public bool UsingShuttle
{
get { return usingShuttle; }
set { usingShuttle = value; lastUpdateID++; }
}
private GameModePreset[] gameModes;
public GameModePreset[] GameModes
{
get { return gameModes; }
}
private int selectedModeIndex;
public int SelectedModeIndex
{
get { return selectedModeIndex; }
set
{
lastUpdateID++;
selectedModeIndex = MathHelper.Clamp(value, 0, gameModes.Length - 1);
}
}
public string SelectedModeName
{
get { return gameModes[SelectedModeIndex].Name; }
set
{
for (int i = 0; i < gameModes.Count(); i++)
{
if (gameModes[i].Name.ToLower() == value.ToLower())
{
SelectedModeIndex = i;
break;
}
}
}
}
public GameModePreset SelectedMode
{
get { return gameModes[SelectedModeIndex]; }
}
public string ServerMessageText;
private int missionTypeIndex;
public int MissionTypeIndex
{
get { return missionTypeIndex; }
set
{
lastUpdateID++;
missionTypeIndex = Math.Max(0, Math.Min(Mission.MissionTypes.Count() - 1, value));
}
}
public string MissionTypeName
{
get { return Mission.MissionTypes[MissionTypeIndex]; }
set
{
for (int i = 0; i < Mission.MissionTypes.Count(); i++)
{
if (Mission.MissionTypes[i].ToLower() == value.ToLower())
{
MissionTypeIndex = i;
break;
}
}
}
}
public void ChangeServerName(string n)
{
ServerName = n; lastUpdateID++;
}
public void ChangeServerMessage(string m)
{
ServerMessageText = m; lastUpdateID++;
}
public List<JobPrefab> JobPreferences
{
get
{
return null;
}
}
public NetLobbyScreen()
{
LevelSeed = ToolBox.RandomSeed(8);
subs = Submarine.SavedSubmarines.Where(s => !s.HasTag(SubmarineTag.HideInMenus)).ToList();
if (subs == null || subs.Count()==0)
{
throw new Exception("No submarines are available.");
}
selectedSub = subs.First(s => !s.HasTag(SubmarineTag.Shuttle));
selectedShuttle = subs.First(s => s.HasTag(SubmarineTag.Shuttle));
DebugConsole.NewMessage("Selected sub: " + SelectedSub.Name, Color.White);
DebugConsole.NewMessage("Selected shuttle: " + SelectedShuttle.Name, Color.White);
gameModes = GameModePreset.list.ToArray();
}
private List<Submarine> subs;
public List<Submarine> GetSubList()
{
return subs;
}
public string LevelSeed
{
get
{
return levelSeed;
}
set
{
if (levelSeed == value) return;
lastUpdateID++;
levelSeed = value;
LocationType.Random(levelSeed); //call to sync up with clients
}
}
public bool StartButtonEnabled
{
get { return true; }
set { /* do nothing */ }
}
public void ToggleCampaignMode(bool enabled)
{
for (int i = 0; i < GameModes.Length; i++)
{
if ((GameModes[i].Name == "Campaign") == enabled)
{
selectedModeIndex = i;
break;
}
}
lastUpdateID++;
}
public override void Select()
{
base.Select();
GameMain.Server.Voting.ResetVotes(GameMain.Server.ConnectedClients);
}
public void RandomizeSettings()
{
if (GameMain.Server.RandomizeSeed) LevelSeed = ToolBox.RandomSeed(8);
if (GameMain.Server.SubSelectionMode == SelectionMode.Random)
{
var nonShuttles = Submarine.SavedSubmarines.FindAll(c => !c.HasTag(SubmarineTag.Shuttle) && !c.HasTag(SubmarineTag.HideInMenus));
SelectedSub = nonShuttles[Rand.Range(0, nonShuttles.Count)];
}
if (GameMain.Server.ModeSelectionMode == SelectionMode.Random)
{
var allowedGameModes = Array.FindAll(gameModes, m => !m.IsSinglePlayer && m.Name != "Campaign");
SelectedModeName = allowedGameModes[Rand.Range(0, allowedGameModes.Length)].Name;
}
}
}
}