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

231 lines
6.2 KiB
C#

using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.Xml.Linq;
namespace Barotrauma
{
class GameSession
{
public readonly TaskManager TaskManager;
public readonly GameMode gameMode;
private GUIFrame guiRoot;
private string saveFile;
private Submarine submarine;
public CrewManager CrewManager;
private ShiftSummary shiftSummary;
private Mission currentMission;
public Mission Mission
{
get
{
return currentMission;
}
}
private Level level;
public Level Level
{
get { return level; }
}
public Map Map
{
get
{
SinglePlayerMode mode = (gameMode as SinglePlayerMode);
return (mode == null) ? null : mode.Map;
}
}
public Submarine Submarine
{
get { return submarine; }
}
public string SaveFile
{
get { return saveFile; }
}
public ShiftSummary ShiftSummary
{
get { return shiftSummary; }
}
public GameSession(Submarine submarine, string saveFile, GameModePreset gameModePreset = null)
{
GameMain.GameSession = this;
CrewManager = new CrewManager();
TaskManager = new TaskManager(this);
this.saveFile = saveFile;
guiRoot = new GUIFrame(new Rectangle(0,0,GameMain.GraphicsWidth,GameMain.GraphicsWidth), Color.Transparent);
if (gameModePreset!=null) gameMode = gameModePreset.Instantiate();
this.submarine = submarine;
}
public GameSession(Submarine selectedSub, string saveFile, XDocument doc)
: this(selectedSub, saveFile)
{
GameMain.GameSession = this;
CrewManager = new CrewManager();
selectedSub.Name = ToolBox.GetAttributeString(doc.Root, "submarine", selectedSub.Name);
foreach (XElement subElement in doc.Root.Elements())
{
if (subElement.Name.ToString().ToLower() != "gamemode") continue;
gameMode = new SinglePlayerMode(subElement);
}
}
public void StartShift(string levelSeed)
{
Level level = Level.CreateRandom(levelSeed);
StartShift(level);
}
public void StartShift(Level level, bool reloadSub = true)
{
GameMain.LightManager.LosEnabled = (GameMain.Server==null || GameMain.Server.CharacterInfo!=null);
this.level = level;
if (submarine==null)
{
DebugConsole.ThrowError("Couldn't start game session, submarine not selected");
return;
}
if (reloadSub || Submarine.Loaded != submarine) submarine.Load();
if (level != null)
{
level.Generate();
submarine.SetPosition(level.StartPosition - new Vector2(0.0f, 2000.0f));
GameMain.GameScreen.BackgroundCreatureManager.SpawnSprites(80);
}
if (gameMode.Mission!=null)
{
currentMission = gameMode.Mission;
Mission.Start(Level.Loaded);
}
shiftSummary = new ShiftSummary(this);
if (gameMode!=null) gameMode.Start();
TaskManager.StartShift(level);
GameMain.GameScreen.ColorFade(Color.Black, Color.TransparentBlack, 5.0f);
}
public void EndShift(string endMessage)
{
if (Mission != null) Mission.End();
if (GameMain.Server!=null)
{
CoroutineManager.StartCoroutine(GameMain.Server.EndGame(endMessage));
}
else if (GameMain.Client==null)
{
//Submarine.Unload();
GameMain.LobbyScreen.Select();
}
GUIFrame summaryFrame = shiftSummary.CreateSummaryFrame(endMessage);
GUIMessageBox.MessageBoxes.Enqueue(summaryFrame);
var okButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Ok", Alignment.BottomRight, GUI.Style, summaryFrame.children[0]);
okButton.OnClicked = (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Dequeue(); return true; };
TaskManager.EndShift();
currentMission = null;
//gameMode.End();
//return true;
}
public void KillCharacter(Character character)
{
CrewManager.KillCharacter(character);
}
public void ReviveCharacter(Character character)
{
CrewManager.ReviveCharacter(character);
}
public bool LoadPrevious(GUIButton button, object obj)
{
SaveUtil.LoadGame(saveFile);
GameMain.LobbyScreen.Select();
return true;
}
public void Update(float deltaTime)
{
TaskManager.Update(deltaTime);
//guiRoot.Update(deltaTime);
if (gameMode != null) gameMode.Update(deltaTime);
if (Mission != null) Mission.Update(deltaTime);
}
public void Draw(SpriteBatch spriteBatch)
{
//guiRoot.Draw(spriteBatch);
if (gameMode != null) gameMode.Draw(spriteBatch);
}
public void Save(string filePath)
{
XDocument doc = new XDocument(
new XElement("Gamesession"));
var now = DateTime.Now;
doc.Root.Add(new XAttribute("savetime", now.Hour + ":" + now.Minute + ", " + now.ToShortDateString()));
doc.Root.Add(new XAttribute("submarine", submarine==null ? "" : submarine.Name));
((SinglePlayerMode)gameMode).Save(doc.Root);
try
{
doc.Save(filePath);
}
catch
{
DebugConsole.ThrowError("Saving gamesession to ''" + filePath + "'' failed!");
}
}
}
}