Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/GameSession/GameModes/MultiPlayerCampaign.cs
2022-04-12 03:39:02 +09:00

320 lines
12 KiB
C#

using Barotrauma.IO;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
partial class MultiPlayerCampaign : CampaignMode
{
public const int MinimumInitialMoney = 500;
private UInt16 lastUpdateID;
public UInt16 LastUpdateID
{
get
{
#if SERVER
if (GameMain.Server != null && lastUpdateID < 1) { lastUpdateID++; }
#endif
return lastUpdateID;
}
set { lastUpdateID = value; }
}
private UInt16 lastSaveID;
public UInt16 LastSaveID
{
get
{
#if SERVER
if (GameMain.Server != null && lastSaveID < 1) { lastSaveID++; }
#endif
return lastSaveID;
}
set
{
#if SERVER
//trigger a campaign update to notify the clients of the changed save ID
lastUpdateID++;
#endif
lastSaveID = value;
}
}
private static byte currentCampaignID;
public byte CampaignID
{
get; set;
}
private MultiPlayerCampaign() : base(GameModePreset.MultiPlayerCampaign)
{
currentCampaignID++;
CampaignID = currentCampaignID;
CampaignMetadata = new CampaignMetadata(this);
UpgradeManager = new UpgradeManager(this);
InitCampaignData();
}
public static MultiPlayerCampaign StartNew(string mapSeed, SubmarineInfo selectedSub, CampaignSettings settings)
{
MultiPlayerCampaign campaign = new MultiPlayerCampaign();
//only the server generates the map, the clients load it from a save file
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
campaign.map = new Map(campaign, mapSeed, settings);
campaign.Settings = settings;
}
campaign.InitProjSpecific();
return campaign;
}
public static MultiPlayerCampaign LoadNew(XElement element)
{
MultiPlayerCampaign campaign = new MultiPlayerCampaign();
campaign.Load(element);
campaign.InitProjSpecific();
campaign.IsFirstRound = false;
return campaign;
}
partial void InitProjSpecific();
public static string GetCharacterDataSavePath(string savePath)
{
return Path.Combine(SaveUtil.MultiplayerSaveFolder, Path.GetFileNameWithoutExtension(savePath) + "_CharacterData.xml");
}
public string GetCharacterDataSavePath()
{
return GetCharacterDataSavePath(GameMain.GameSession.SavePath);
}
/// <summary>
/// Loads the campaign from an XML element. Creates the map if it hasn't been created yet, otherwise updates the state of the map.
/// </summary>
private void Load(XElement element)
{
PurchasedLostShuttles = element.GetAttributeBool("purchasedlostshuttles", false);
PurchasedHullRepairs = element.GetAttributeBool("purchasedhullrepairs", false);
PurchasedItemRepairs = element.GetAttributeBool("purchaseditemrepairs", false);
CheatsEnabled = element.GetAttributeBool("cheatsenabled", false);
if (CheatsEnabled)
{
DebugConsole.CheatsEnabled = true;
#if USE_STEAM
if (!SteamAchievementManager.CheatsEnabled)
{
SteamAchievementManager.CheatsEnabled = true;
#if CLIENT
new GUIMessageBox("Cheats enabled", "Cheat commands have been enabled on the server. You will not receive Steam Achievements until you restart the game.");
#else
DebugConsole.NewMessage("Cheat commands have been enabled.", Color.Red);
#endif
}
#endif
}
foreach (var subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "campaignsettings":
Settings = new CampaignSettings(subElement);
#if CLIENT
GameMain.NetworkMember.ServerSettings.MaxMissionCount = Settings.MaxMissionCount;
GameMain.NetworkMember.ServerSettings.RadiationEnabled = Settings.RadiationEnabled;
#endif
break;
case "map":
if (map == null)
{
//map not created yet, loading this campaign for the first time
map = Map.Load(this, subElement, Settings);
}
else
{
//map already created, update it
//if we're not downloading the initial save file (LastSaveID > 0),
//show notifications about location type changes
map.LoadState(subElement, LastSaveID > 0);
}
break;
case "metadata":
CampaignMetadata = new CampaignMetadata(this, subElement);
break;
case "upgrademanager":
case "pendingupgrades":
UpgradeManager = new UpgradeManager(this, subElement, isSingleplayer: false);
break;
case "bots" when GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer:
CrewManager.HasBots = subElement.GetAttributeBool("hasbots", false);
CrewManager.AddCharacterElements(subElement);
CrewManager.ActiveOrdersElement = subElement.GetChildElement("activeorders");
break;
case "cargo":
CargoManager?.LoadPurchasedItems(subElement);
break;
case "pets":
petsElement = subElement;
break;
case "stats":
LoadStats(subElement);
break;
case Wallet.LowerCaseSaveElementName:
Bank = new Wallet(Option<Character>.None(), subElement);
break;
#if SERVER
case "savedexperiencepoints":
foreach (XElement savedExp in subElement.Elements())
{
savedExperiencePoints.Add(new SavedExperiencePoints(savedExp));
}
break;
#endif
}
}
int oldMoney = element.GetAttributeInt("money", 0);
if (oldMoney > 0)
{
Bank = new Wallet(Option<Character>.None())
{
Balance = oldMoney
};
}
CampaignMetadata ??= new CampaignMetadata(this);
UpgradeManager ??= new UpgradeManager(this);
InitCampaignData();
#if SERVER
characterData.Clear();
string characterDataPath = GetCharacterDataSavePath();
if (!File.Exists(characterDataPath))
{
DebugConsole.ThrowError($"Failed to load the character data for the campaign. Could not find the file \"{characterDataPath}\".");
}
else
{
var characterDataDoc = XMLExtensions.TryLoadXml(characterDataPath);
if (characterDataDoc?.Root == null) { return; }
foreach (var subElement in characterDataDoc.Root.Elements())
{
characterData.Add(new CharacterCampaignData(subElement));
}
}
#endif
}
public static List<SubmarineInfo> GetCampaignSubs()
{
bool isSubmarineVisible(SubmarineInfo s)
=> !GameMain.NetworkMember.ServerSettings.HiddenSubs.Any(h
=> s.Name.Equals(h, StringComparison.OrdinalIgnoreCase));
List<SubmarineInfo> availableSubs =
SubmarineInfo.SavedSubmarines
.Where(s =>
s.IsCampaignCompatible
&& isSubmarineVisible(s))
.ToList();
if (!availableSubs.Any())
{
//None of the available subs were marked as campaign-compatible, just include all visible subs
availableSubs.AddRange(
SubmarineInfo.SavedSubmarines
.Where(isSubmarineVisible));
}
if (!availableSubs.Any())
{
//No subs are visible at all! Just make the selected one available
availableSubs.Add(GameMain.NetLobbyScreen.SelectedSub);
}
return availableSubs;
}
private static void WriteItems(IWriteMessage msg, Dictionary<Identifier, List<PurchasedItem>> purchasedItems)
{
msg.Write((byte)purchasedItems.Count);
foreach (var storeItems in purchasedItems)
{
msg.Write(storeItems.Key);
msg.Write((UInt16)storeItems.Value.Count);
foreach (var item in storeItems.Value)
{
msg.Write(item.ItemPrefabIdentifier);
msg.WriteRangedInteger(item.Quantity, 0, CargoManager.MaxQuantity);
}
}
}
private static Dictionary<Identifier, List<PurchasedItem>> ReadPurchasedItems(IReadMessage msg, Client sender)
{
var items = new Dictionary<Identifier, List<PurchasedItem>>();
byte storeCount = msg.ReadByte();
for (int i = 0; i < storeCount; i++)
{
Identifier storeId = msg.ReadIdentifier();
items.Add(storeId, new List<PurchasedItem>());
UInt16 itemCount = msg.ReadUInt16();
for (int j = 0; j < itemCount; j++)
{
Identifier itemId = msg.ReadIdentifier();
int quantity = msg.ReadRangedInteger(0, CargoManager.MaxQuantity);
items[storeId].Add(new PurchasedItem(itemId, quantity, sender));
}
}
return items;
}
private static void WriteItems(IWriteMessage msg, Dictionary<Identifier, List<SoldItem>> soldItems)
{
msg.Write((byte)soldItems.Count);
foreach (var storeItems in soldItems)
{
msg.Write(storeItems.Key);
msg.Write((UInt16)storeItems.Value.Count);
foreach (var item in storeItems.Value)
{
msg.Write(item.ItemPrefab.Identifier);
msg.Write((UInt16)item.ID);
msg.Write(item.Removed);
msg.Write(item.SellerID);
msg.Write((byte)item.Origin);
}
}
}
private static Dictionary<Identifier, List<SoldItem>> ReadSoldItems(IReadMessage msg)
{
var soldItems = new Dictionary<Identifier, List<SoldItem>>();
byte storeCount = msg.ReadByte();
for (int i = 0; i < storeCount; i++)
{
Identifier storeId = msg.ReadIdentifier();
soldItems.Add(storeId, new List<SoldItem>());
UInt16 itemCount = msg.ReadUInt16();
for (int j = 0; j < itemCount; j++)
{
Identifier prefabId = msg.ReadIdentifier();
UInt16 itemId = msg.ReadUInt16();
bool removed = msg.ReadBoolean();
byte sellerId = msg.ReadByte();
byte origin = msg.ReadByte();
soldItems[storeId].Add(new SoldItem(ItemPrefab.Prefabs[prefabId], itemId, removed, sellerId, (SoldItem.SellOrigin)origin));
}
}
return soldItems;
}
}
}