143 lines
5.3 KiB
C#
143 lines
5.3 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Barotrauma.Extensions;
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using Barotrauma.Items.Components;
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namespace Barotrauma
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{
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partial class TestGameMode : GameMode
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{
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public Action OnRoundEnd;
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public bool SpawnOutpost;
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public OutpostGenerationParams OutpostParams;
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public LocationType OutpostType;
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public EventPrefab TriggeredEvent;
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private List<Event> scriptedEvent;
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private GUIButton createEventButton;
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public override void Start()
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{
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base.Start();
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CrewManager.InitSinglePlayerRound();
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foreach (Submarine submarine in Submarine.Loaded)
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{
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submarine.NeutralizeBallast();
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switch (submarine.Info.Type)
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{
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case SubmarineType.Outpost:
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case SubmarineType.OutpostModule:
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case SubmarineType.Wreck:
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case SubmarineType.BeaconStation:
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//normally the body would be made static during level generation,
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//but in the test mode we load the outpost/wreck/beacon as if it was a normal sub and need to do this manually
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submarine.PhysicsBody.BodyType = FarseerPhysics.BodyType.Static;
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if (submarine.Info.ShouldBeRuin)
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{
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submarine.Info.Type = SubmarineType.Ruin;
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}
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submarine.TeamID = submarine.Info.IsOutpost ? CharacterTeamType.FriendlyNPC : CharacterTeamType.None;
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break;
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}
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}
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if (SpawnOutpost)
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{
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GenerateOutpost(Submarine.MainSub);
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}
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if (TriggeredEvent != null)
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{
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scriptedEvent = new List<Event> { TriggeredEvent.CreateInstance(GameMain.GameSession.EventManager.RandomSeed) };
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GameMain.GameSession.EventManager.PinnedEvent = scriptedEvent.Last();
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createEventButton = new GUIButton(new RectTransform(new Point(128, 64), GUI.Canvas, Anchor.TopCenter) { ScreenSpaceOffset = new Point(0, 32) }, TextManager.Get("create"))
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{
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OnClicked = delegate
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{
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scriptedEvent.Add(TriggeredEvent.CreateInstance(GameMain.GameSession.EventManager.RandomSeed));
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GameMain.GameSession.EventManager.PinnedEvent = scriptedEvent.Last();
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return true;
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}
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};
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}
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}
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public override void AddToGUIUpdateList()
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{
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base.AddToGUIUpdateList();
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createEventButton?.AddToGUIUpdateList();
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}
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public override void End(CampaignMode.TransitionType transitionType = CampaignMode.TransitionType.None)
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{
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GameMain.GameSession.EventManager.PinnedEvent = null;
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OnRoundEnd?.Invoke();
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}
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public override void Update(float deltaTime)
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{
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base.Update(deltaTime);
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if (scriptedEvent != null)
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{
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foreach (Event sEvent in scriptedEvent.Where(sEvent => !sEvent.IsFinished))
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{
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sEvent.Update(deltaTime);
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}
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}
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}
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private void GenerateOutpost(Submarine submarine)
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{
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Submarine outpost = OutpostGenerator.Generate(OutpostParams ?? OutpostGenerationParams.OutpostParams.GetRandomUnsynced(), OutpostType ?? LocationType.Prefabs.GetRandomUnsynced());
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outpost.SetPosition(Vector2.Zero);
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float closestDistance = 0.0f;
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DockingPort myPort = null, outPostPort = null;
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foreach (DockingPort port in DockingPort.List)
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{
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if (port.IsHorizontal || port.Docked) { continue; }
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if (port.Item.Submarine == outpost)
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{
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outPostPort = port;
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continue;
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}
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if (port.Item.Submarine != submarine) { continue; }
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//the submarine port has to be at the top of the sub
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if (port.Item.WorldPosition.Y < submarine.WorldPosition.Y) { continue; }
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float dist = Vector2.DistanceSquared(port.Item.WorldPosition, outpost.WorldPosition);
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if ((myPort == null || dist < closestDistance || port.MainDockingPort) && !(myPort?.MainDockingPort ?? false))
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{
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myPort = port;
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closestDistance = dist;
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}
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}
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if (myPort != null && outPostPort != null)
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{
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Vector2 portDiff = myPort.Item.WorldPosition - submarine.WorldPosition;
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Vector2 spawnPos = (outPostPort.Item.WorldPosition - portDiff) - Vector2.UnitY * outPostPort.DockedDistance;
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submarine.SetPosition(spawnPos);
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myPort.Dock(outPostPort);
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myPort.Lock(true);
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}
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if (Character.Controlled != null)
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{
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Character.Controlled.TeleportTo(outpost.GetWaypoints(false).GetRandomUnsynced(point => point.SpawnType == SpawnType.Human).WorldPosition);
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}
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}
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}
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}
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