Files
LuaCsForBarotraumaEP/Subsurface/Source/GameSession/GameModes/SinglePlayerMode.cs

412 lines
13 KiB
C#

using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Barotrauma
{
class SinglePlayerMode : GameMode
{
//private const int StartCharacterAmount = 3;
//public readonly CrewManager CrewManager;
//public readonly HireManager hireManager;
private GUIButton endShiftButton;
public readonly CargoManager CargoManager;
public Map Map;
private bool crewDead;
private float endTimer;
private bool savedOnStart;
private List<Submarine> subsToLeaveBehind;
private Submarine leavingSub;
private bool atEndPosition;
public override Mission Mission
{
get
{
return Map.SelectedConnection.Mission;
}
}
public int Money
{
get { return GameMain.GameSession.CrewManager.Money; }
set { GameMain.GameSession.CrewManager.Money = value; }
}
private CrewManager CrewManager
{
get { return GameMain.GameSession.CrewManager; }
}
public SinglePlayerMode(GameModePreset preset, object param)
: base(preset, param)
{
CargoManager = new CargoManager();
endShiftButton = new GUIButton(new Rectangle(GameMain.GraphicsWidth - 220, 20, 200, 25), "End shift", Alignment.TopLeft, "");
endShiftButton.Font = GUI.SmallFont;
endShiftButton.OnClicked = TryEndShift;
for (int i = 0; i < 3; i++)
{
JobPrefab jobPrefab = null;
switch (i)
{
case 0:
jobPrefab = JobPrefab.List.Find(jp => jp.Name == "Captain");
break;
case 1:
jobPrefab = JobPrefab.List.Find(jp => jp.Name == "Engineer");
break;
case 2:
jobPrefab = JobPrefab.List.Find(jp => jp.Name == "Mechanic");
break;
}
CharacterInfo characterInfo =
new CharacterInfo(Character.HumanConfigFile, "", Gender.None, jobPrefab);
CrewManager.characterInfos.Add(characterInfo);
}
}
public SinglePlayerMode(XElement element)
: this(GameModePreset.list.Find(gm => gm.Name == "Single Player"), null)
{
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "crew":
GameMain.GameSession.CrewManager = new CrewManager(subElement);
break;
case "map":
Map = Map.Load(subElement);
break;
}
}
//backwards compatibility with older save files
if (Map==null)
{
string mapSeed = ToolBox.GetAttributeString(element, "mapseed", "a");
GenerateMap(mapSeed);
Map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
}
savedOnStart = true;
}
public void GenerateMap(string seed)
{
Map = new Map(seed, 500);
}
public override void Start()
{
CargoManager.CreateItems();
if (!savedOnStart)
{
SaveUtil.SaveGame(GameMain.GameSession.SaveFile);
savedOnStart = true;
}
endTimer = 5.0f;
isRunning = true;
CrewManager.StartShift();
}
public bool TryHireCharacter(HireManager hireManager, CharacterInfo characterInfo)
{
if (CrewManager.Money < characterInfo.Salary) return false;
hireManager.availableCharacters.Remove(characterInfo);
CrewManager.characterInfos.Add(characterInfo);
CrewManager.Money -= characterInfo.Salary;
return true;
}
public string GetMoney()
{
return "Money: " + CrewManager.Money;
}
private Submarine GetLeavingSub()
{
if (Character.Controlled != null && Character.Controlled.Submarine != null)
{
if (Character.Controlled.Submarine.AtEndPosition || Character.Controlled.Submarine.AtStartPosition)
{
return Character.Controlled.Submarine;
}
return null;
}
Submarine closestSub = Submarine.GetClosest(GameMain.GameScreen.Cam.WorldViewCenter);
if (closestSub != null && (closestSub.AtEndPosition || closestSub.AtStartPosition))
{
return closestSub.DockedTo.Contains(Submarine.MainSub) ? Submarine.MainSub : closestSub;
}
return null;
}
private List<Submarine> GetSubsToLeaveBehind(Submarine leavingSub)
{
//leave subs behind if they're not docked to the leaving sub and not at the same exit
return Submarine.Loaded.FindAll(s =>
s != leavingSub &&
!leavingSub.DockedTo.Contains(s) &&
(s.AtEndPosition != leavingSub.AtEndPosition || s.AtStartPosition != leavingSub.AtStartPosition));
}
public override void Draw(SpriteBatch spriteBatch)
{
if (!isRunning|| GUI.DisableHUD) return;
CrewManager.Draw(spriteBatch);
if (Submarine.MainSub == null) return;
Submarine leavingSub = GetLeavingSub();
if (leavingSub == null)
{
endShiftButton.Visible = false;
}
else if (leavingSub.AtEndPosition)
{
endShiftButton.Text = ToolBox.LimitString("Enter " + Map.SelectedLocation.Name, endShiftButton.Font, endShiftButton.Rect.Width - 5);
endShiftButton.UserData = leavingSub;
endShiftButton.Visible = true;
}
else if (leavingSub.AtStartPosition)
{
endShiftButton.Text = ToolBox.LimitString("Enter " + Map.CurrentLocation.Name, endShiftButton.Font, endShiftButton.Rect.Width - 5);
endShiftButton.UserData = leavingSub;
endShiftButton.Visible = true;
}
else
{
endShiftButton.Visible = false;
}
endShiftButton.Draw(spriteBatch);
}
public override void AddToGUIUpdateList()
{
if (!isRunning) return;
base.AddToGUIUpdateList();
CrewManager.AddToGUIUpdateList();
endShiftButton.AddToGUIUpdateList();
}
public override void Update(float deltaTime)
{
if (!isRunning || GUI.DisableHUD) return;
base.Update(deltaTime);
CrewManager.Update(deltaTime);
endShiftButton.Update(deltaTime);
if (!crewDead)
{
if (!CrewManager.characters.Any(c => !c.IsDead)) crewDead = true;
}
else
{
endTimer -= deltaTime;
if (endTimer <= 0.0f) EndShift(null, null);
}
}
public override void End(string endMessage = "")
{
isRunning = false;
bool success = CrewManager.characters.Any(c => !c.IsDead);
if (success)
{
if (subsToLeaveBehind == null || leavingSub == null)
{
DebugConsole.ThrowError("Leaving submarine not selected -> selecting the closest one");
leavingSub = GetLeavingSub();
subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
}
}
GameMain.GameSession.EndShift("");
if (success)
{
if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub))
{
Submarine.MainSub = leavingSub;
GameMain.GameSession.Submarine = leavingSub;
foreach (Submarine sub in subsToLeaveBehind)
{
MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine);
LinkedSubmarine.CreateDummy(leavingSub, sub);
}
}
if (atEndPosition)
{
Map.MoveToNextLocation();
}
SaveUtil.SaveGame(GameMain.GameSession.SaveFile);
}
if (!success)
{
var summaryScreen = GUIMessageBox.MessageBoxes.Peek();
if (summaryScreen != null)
{
summaryScreen = summaryScreen.children[0];
summaryScreen.RemoveChild(summaryScreen.children.Find(c => c is GUIButton));
var okButton = new GUIButton(new Rectangle(-120, 0, 100, 30), "Load game", Alignment.BottomRight, "", summaryScreen);
okButton.OnClicked += GameMain.GameSession.LoadPrevious;
okButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Dequeue(); return true; };
var quitButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Quit", Alignment.BottomRight, "", summaryScreen);
quitButton.OnClicked += GameMain.LobbyScreen.QuitToMainMenu;
quitButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Dequeue(); return true; };
}
}
CrewManager.EndShift();
for (int i = Character.CharacterList.Count - 1; i >= 0; i--)
{
Character.CharacterList[i].Remove();
}
Submarine.Unload();
}
private bool TryEndShift(GUIButton button, object obj)
{
leavingSub = obj as Submarine;
if (leavingSub != null)
{
subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
}
atEndPosition = leavingSub.AtEndPosition;
if (subsToLeaveBehind.Any())
{
string msg = "";
if (subsToLeaveBehind.Count == 1)
{
msg = "One of your vessels isn't at the exit yet. Do you want to leave it behind?";
}
else
{
msg = "Some of your vessels aren't at the exit yet. Do you want to leave them behind?";
}
var msgBox = new GUIMessageBox("Warning", msg, new string[] {"Yes", "No"});
msgBox.Buttons[0].OnClicked += EndShift;
msgBox.Buttons[0].OnClicked += msgBox.Close;
msgBox.Buttons[0].UserData = Submarine.Loaded.FindAll(s => !subsToLeaveBehind.Contains(s));
msgBox.Buttons[1].OnClicked += msgBox.Close;
}
else
{
EndShift(button, obj);
}
return true;
}
private bool EndShift(GUIButton button, object obj)
{
isRunning = false;
List<Submarine> leavingSubs = obj as List<Submarine>;
if (leavingSubs == null) leavingSubs = new List<Submarine>() { GetLeavingSub() };
var cinematic = new TransitionCinematic(leavingSubs, GameMain.GameScreen.Cam, 5.0f);
SoundPlayer.OverrideMusicType = CrewManager.characters.Any(c => !c.IsDead) ? "endshift" : "crewdead";
CoroutineManager.StartCoroutine(EndCinematic(cinematic),"EndCinematic");
return true;
}
private IEnumerable<object> EndCinematic(TransitionCinematic cinematic)
{
while (cinematic.Running)
{
if (Submarine.MainSub == null) yield return CoroutineStatus.Success;
yield return CoroutineStatus.Running;
}
if (Submarine.MainSub == null) yield return CoroutineStatus.Success;
End("");
yield return new WaitForSeconds(18.0f);
SoundPlayer.OverrideMusicType = null;
yield return CoroutineStatus.Success;
}
public void Save(XElement element)
{
//element.Add(new XAttribute("day", day));
XElement modeElement = new XElement("gamemode");
//modeElement.Add(new XAttribute("currentlocation", Map.CurrentLocationIndex));
//modeElement.Add(new XAttribute("mapseed", Map.Seed));
CrewManager.Save(modeElement);
Map.Save(modeElement);
element.Add(modeElement);
}
}
}