Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/EventActions/UnlockPathAction.cs
2025-03-12 12:56:27 +00:00

88 lines
3.0 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
namespace Barotrauma
{
/// <summary>
/// Unlocks a "locked" pathways between locations, if there are any such paths adjacent to the current location.
/// </summary>
class UnlockPathAction : EventAction
{
private static readonly HashSet<LocationConnection> pathsUnlockedThisRound = new HashSet<LocationConnection>();
public static void ResetPathsUnlockedThisRound()
{
pathsUnlockedThisRound.Clear();
}
public UnlockPathAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element) { }
private bool isFinished = false;
public override bool IsFinished(ref string goTo)
{
return isFinished;
}
public override void Reset()
{
isFinished = false;
}
public override void Update(float deltaTime)
{
if (isFinished) { return; }
if (GameMain.GameSession?.Map?.CurrentLocation?.Connections != null)
{
foreach (LocationConnection connection in GameMain.GameSession?.Map?.CurrentLocation?.Connections)
{
if (!connection.Locked) { continue; }
connection.Locked = false;
pathsUnlockedThisRound.Add(connection);
#if SERVER
NotifyUnlock(connection);
#else
new GUIMessageBox(string.Empty, TextManager.Get("pathunlockedgeneric"),
Array.Empty<LocalizedString>(), type: GUIMessageBox.Type.InGame, iconStyle: "UnlockPathIcon", relativeSize: new Vector2(0.3f, 0.15f), minSize: new Point(512, 128));
#endif
}
}
isFinished = true;
}
public override string ToDebugString()
{
return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(UnlockPathAction)}";
}
#if SERVER
public static void NotifyPathsUnlockedThisRound(Client client)
{
foreach (LocationConnection connection in pathsUnlockedThisRound)
{
NotifyUnlock(connection, client);
}
}
private static void NotifyUnlock(LocationConnection connection)
{
foreach (Client client in GameMain.Server.ConnectedClients)
{
NotifyUnlock(connection, client);
}
}
private static void NotifyUnlock(LocationConnection connection, Client client)
{
IWriteMessage outmsg = new WriteOnlyMessage();
outmsg.WriteByte((byte)ServerPacketHeader.EVENTACTION);
outmsg.WriteByte((byte)EventManager.NetworkEventType.UNLOCKPATH);
outmsg.WriteUInt16((UInt16)GameMain.GameSession.Map.Connections.IndexOf(connection));
GameMain.Server.ServerPeer.Send(outmsg, client.Connection, DeliveryMethod.Reliable);
}
#endif
}
}