Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/TestGameMode.cs
2025-03-12 12:56:27 +00:00

143 lines
5.3 KiB
C#

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