Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/GameSession/GameSession.cs
2023-03-13 10:30:37 +02:00

1184 lines
51 KiB
C#

#nullable enable
using Barotrauma.IO;
using Barotrauma.Items.Components;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using System.Xml.Linq;
using Barotrauma.Networking;
using Barotrauma.Extensions;
namespace Barotrauma
{
partial class GameSession
{
#if DEBUG
public static float MinimumLoadingTime;
#endif
public enum InfoFrameTab { Crew, Mission, MyCharacter, Traitor };
public readonly EventManager EventManager;
public GameMode? GameMode;
//two locations used as the start and end in the MP mode
private Location[]? dummyLocations;
public CrewManager? CrewManager;
public float RoundDuration
{
get; private set;
}
public double TimeSpentCleaning, TimeSpentPainting;
private readonly List<Mission> missions = new List<Mission>();
public IEnumerable<Mission> Missions { get { return missions; } }
private readonly HashSet<Character> casualties = new HashSet<Character>();
public IEnumerable<Character> Casualties { get { return casualties; } }
public CharacterTeamType? WinningTeam;
public bool IsRunning { get; private set; }
public bool RoundEnding { get; private set; }
public Level? Level { get; private set; }
public LevelData? LevelData { get; private set; }
public bool MirrorLevel { get; private set; }
public Map? Map
{
get
{
return (GameMode as CampaignMode)?.Map;
}
}
public CampaignMode? Campaign
{
get
{
return GameMode as CampaignMode;
}
}
public Location StartLocation
{
get
{
if (Map != null) { return Map.CurrentLocation; }
if (dummyLocations == null)
{
dummyLocations = LevelData == null ? CreateDummyLocations(seed: string.Empty) : CreateDummyLocations(LevelData);
}
if (dummyLocations == null) { throw new NullReferenceException("dummyLocations is null somehow!"); }
return dummyLocations[0];
}
}
public Location EndLocation
{
get
{
if (Map != null) { return Map.SelectedLocation; }
if (dummyLocations == null)
{
dummyLocations = LevelData == null ? CreateDummyLocations(seed: string.Empty) : CreateDummyLocations(LevelData);
}
if (dummyLocations == null) { throw new NullReferenceException("dummyLocations is null somehow!"); }
return dummyLocations[1];
}
}
public SubmarineInfo SubmarineInfo { get; set; }
public List<SubmarineInfo> OwnedSubmarines = new List<SubmarineInfo>();
public Submarine? Submarine { get; set; }
public string? SavePath { get; set; }
partial void InitProjSpecific();
private GameSession(SubmarineInfo submarineInfo)
{
InitProjSpecific();
SubmarineInfo = submarineInfo;
GameMain.GameSession = this;
EventManager = new EventManager();
}
/// <summary>
/// Start a new GameSession. Will be saved to the specified save path (if playing a game mode that can be saved).
/// </summary>
public GameSession(SubmarineInfo submarineInfo, string savePath, GameModePreset gameModePreset, CampaignSettings settings, string? seed = null, MissionType missionType = MissionType.None)
: this(submarineInfo)
{
this.SavePath = savePath;
CrewManager = new CrewManager(gameModePreset.IsSinglePlayer);
GameMode = InstantiateGameMode(gameModePreset, seed, submarineInfo, settings, missionType: missionType);
InitOwnedSubs(submarineInfo);
}
/// <summary>
/// Start a new GameSession with a specific pre-selected mission.
/// </summary>
public GameSession(SubmarineInfo submarineInfo, GameModePreset gameModePreset, string? seed = null, IEnumerable<MissionPrefab>? missionPrefabs = null)
: this(submarineInfo)
{
CrewManager = new CrewManager(gameModePreset.IsSinglePlayer);
GameMode = InstantiateGameMode(gameModePreset, seed, submarineInfo, CampaignSettings.Empty, missionPrefabs: missionPrefabs);
InitOwnedSubs(submarineInfo);
}
/// <summary>
/// Load a game session from the specified XML document. The session will be saved to the specified path.
/// </summary>
public GameSession(SubmarineInfo submarineInfo, List<SubmarineInfo> ownedSubmarines, XDocument doc, string saveFile) : this(submarineInfo)
{
this.SavePath = saveFile;
GameMain.GameSession = this;
XElement rootElement = doc.Root ?? throw new NullReferenceException("Game session XML element is invalid: document is null.");
//selectedSub.Name = doc.Root.GetAttributeString("submarine", selectedSub.Name);
foreach (var subElement in rootElement.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
#if CLIENT
case "gamemode": //legacy support
case "singleplayercampaign":
CrewManager = new CrewManager(true);
var campaign = SinglePlayerCampaign.Load(subElement);
campaign.LoadNewLevel();
GameMode = campaign;
InitOwnedSubs(submarineInfo, ownedSubmarines);
break;
#endif
case "multiplayercampaign":
CrewManager = new CrewManager(false);
var mpCampaign = MultiPlayerCampaign.LoadNew(subElement);
GameMode = mpCampaign;
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
mpCampaign.LoadNewLevel();
InitOwnedSubs(submarineInfo, ownedSubmarines);
//save to ensure the campaign ID in the save file matches the one that got assigned to this campaign instance
SaveUtil.SaveGame(saveFile);
}
break;
}
}
}
private void InitOwnedSubs(SubmarineInfo submarineInfo, List<SubmarineInfo>? ownedSubmarines = null)
{
OwnedSubmarines = ownedSubmarines ?? new List<SubmarineInfo>();
if (submarineInfo != null && !OwnedSubmarines.Any(s => s.Name == submarineInfo.Name))
{
OwnedSubmarines.Add(submarineInfo);
}
}
private GameMode InstantiateGameMode(GameModePreset gameModePreset, string? seed, SubmarineInfo selectedSub, CampaignSettings settings, IEnumerable<MissionPrefab>? missionPrefabs = null, MissionType missionType = MissionType.None)
{
if (gameModePreset.GameModeType == typeof(CoOpMode) || gameModePreset.GameModeType == typeof(PvPMode))
{
//don't allow hidden mission types (e.g. GoTo) in single mission modes
var missionTypes = (MissionType[])Enum.GetValues(typeof(MissionType));
for (int i = 0; i < missionTypes.Length; i++)
{
if (MissionPrefab.HiddenMissionClasses.Contains(missionTypes[i]))
{
missionType &= ~missionTypes[i];
}
}
}
if (gameModePreset.GameModeType == typeof(CoOpMode))
{
return missionPrefabs != null ?
new CoOpMode(gameModePreset, missionPrefabs) :
new CoOpMode(gameModePreset, missionType, seed ?? ToolBox.RandomSeed(8));
}
else if (gameModePreset.GameModeType == typeof(PvPMode))
{
return missionPrefabs != null ?
new PvPMode(gameModePreset, missionPrefabs) :
new PvPMode(gameModePreset, missionType, seed ?? ToolBox.RandomSeed(8));
}
else if (gameModePreset.GameModeType == typeof(MultiPlayerCampaign))
{
var campaign = MultiPlayerCampaign.StartNew(seed ?? ToolBox.RandomSeed(8), settings);
if (selectedSub != null)
{
campaign.Bank.Deduct(selectedSub.Price);
campaign.Bank.Balance = Math.Max(campaign.Bank.Balance, 0);
}
return campaign;
}
#if CLIENT
else if (gameModePreset.GameModeType == typeof(SinglePlayerCampaign))
{
var campaign = SinglePlayerCampaign.StartNew(seed ?? ToolBox.RandomSeed(8), settings);
if (selectedSub != null)
{
campaign.Bank.TryDeduct(selectedSub.Price);
campaign.Bank.Balance = Math.Max(campaign.Bank.Balance, 0);
}
return campaign;
}
else if (gameModePreset.GameModeType == typeof(TutorialMode))
{
return new TutorialMode(gameModePreset);
}
else if (gameModePreset.GameModeType == typeof(TestGameMode))
{
return new TestGameMode(gameModePreset);
}
#endif
else if (gameModePreset.GameModeType == typeof(GameMode))
{
return new GameMode(gameModePreset);
}
else
{
throw new Exception($"Could not find a game mode of the type \"{gameModePreset.GameModeType}\"");
}
}
public static Location[] CreateDummyLocations(LevelData levelData, LocationType? forceLocationType = null)
{
MTRandom rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
var forceParams = levelData?.ForceOutpostGenerationParams;
if (forceLocationType == null &&
forceParams != null && forceParams.AllowedLocationTypes.Any() && !forceParams.AllowedLocationTypes.Contains("Any".ToIdentifier()))
{
forceLocationType =
LocationType.Prefabs.Where(lt => forceParams.AllowedLocationTypes.Contains(lt.Identifier)).GetRandom(rand);
}
var dummyLocations = CreateDummyLocations(rand, forceLocationType);
List<Faction> factions = new List<Faction>();
foreach (var factionPrefab in FactionPrefab.Prefabs)
{
factions.Add(new Faction(new CampaignMetadata(), factionPrefab));
}
foreach (var location in dummyLocations)
{
if (location.Type.HasOutpost)
{
location.Faction = CampaignMode.GetRandomFaction(factions, rand, secondary: false);
location.SecondaryFaction = CampaignMode.GetRandomFaction(factions, rand, secondary: true);
}
}
return dummyLocations;
}
public static Location[] CreateDummyLocations(string seed, LocationType? forceLocationType = null)
{
return CreateDummyLocations(new MTRandom(ToolBox.StringToInt(seed)), forceLocationType);
}
private static Location[] CreateDummyLocations(Random rand, LocationType? forceLocationType = null)
{
var dummyLocations = new Location[2];
for (int i = 0; i < 2; i++)
{
dummyLocations[i] = Location.CreateRandom(new Vector2((float)rand.NextDouble() * 10000.0f, (float)rand.NextDouble() * 10000.0f), null, rand, requireOutpost: true, forceLocationType);
}
return dummyLocations;
}
public void LoadPreviousSave()
{
Submarine.Unload();
SaveUtil.LoadGame(SavePath);
}
/// <summary>
/// Switch to another submarine. The sub is loaded when the next round starts.
/// </summary>
public void SwitchSubmarine(SubmarineInfo newSubmarine, bool transferItems, Client? client = null)
{
if (!OwnedSubmarines.Any(s => s.Name == newSubmarine.Name))
{
OwnedSubmarines.Add(newSubmarine);
}
else
{
// Fetch owned submarine data as the newSubmarine is just the base submarine
for (int i = 0; i < OwnedSubmarines.Count; i++)
{
if (OwnedSubmarines[i].Name == newSubmarine.Name)
{
newSubmarine = OwnedSubmarines[i];
break;
}
}
}
Campaign!.PendingSubmarineSwitch = newSubmarine;
Campaign!.TransferItemsOnSubSwitch = transferItems;
}
public void PurchaseSubmarine(SubmarineInfo newSubmarine, Client? client = null)
{
if (Campaign is null) { return; }
int price = newSubmarine.GetPrice();
if ((GameMain.NetworkMember is null || GameMain.NetworkMember is { IsServer: true }) && !Campaign.TryPurchase(client, price)) { return; }
if (!OwnedSubmarines.Any(s => s.Name == newSubmarine.Name))
{
GameAnalyticsManager.AddMoneySpentEvent(price, GameAnalyticsManager.MoneySink.SubmarinePurchase, newSubmarine.Name);
OwnedSubmarines.Add(newSubmarine);
#if SERVER
(Campaign as MultiPlayerCampaign)?.IncrementLastUpdateIdForFlag(MultiPlayerCampaign.NetFlags.SubList);
#endif
}
}
public bool IsSubmarineOwned(SubmarineInfo query)
{
return
Submarine.MainSub.Info.Name == query.Name ||
(OwnedSubmarines != null && OwnedSubmarines.Any(os => os.Name == query.Name));
}
public bool IsCurrentLocationRadiated()
{
if (Map?.CurrentLocation == null || Campaign == null) { return false; }
bool isRadiated = Map.CurrentLocation.IsRadiated();
if (Level.Loaded?.EndLocation is { } endLocation)
{
isRadiated |= endLocation.IsRadiated();
}
return isRadiated;
}
public void StartRound(string levelSeed, float? difficulty = null, LevelGenerationParams? levelGenerationParams = null)
{
if (GameMode == null) { return; }
LevelData? randomLevel = null;
foreach (Mission mission in Missions.Union(GameMode.Missions))
{
MissionPrefab missionPrefab = mission.Prefab;
if (missionPrefab != null &&
missionPrefab.AllowedLocationTypes.Any() &&
!missionPrefab.AllowedConnectionTypes.Any())
{
LocationType? locationType = LocationType.Prefabs.FirstOrDefault(lt => missionPrefab.AllowedLocationTypes.Any(m => m == lt.Identifier));
dummyLocations = CreateDummyLocations(levelSeed, locationType);
randomLevel = LevelData.CreateRandom(levelSeed, difficulty, levelGenerationParams, requireOutpost: true);
break;
}
}
randomLevel ??= LevelData.CreateRandom(levelSeed, difficulty, levelGenerationParams);
StartRound(randomLevel);
}
public void StartRound(LevelData? levelData, bool mirrorLevel = false, SubmarineInfo? startOutpost = null, SubmarineInfo? endOutpost = null)
{
#if DEBUG
DateTime startTime = DateTime.Now;
#endif
RoundDuration = 0.0f;
AfflictionPrefab.LoadAllEffects();
MirrorLevel = mirrorLevel;
if (SubmarineInfo == null)
{
DebugConsole.ThrowError("Couldn't start game session, submarine not selected.");
return;
}
if (SubmarineInfo.IsFileCorrupted)
{
DebugConsole.ThrowError("Couldn't start game session, submarine file corrupted.");
return;
}
if (SubmarineInfo.SubmarineElement.Elements().Count() == 0)
{
DebugConsole.ThrowError("Couldn't start game session, saved submarine is empty. The submarine file may be corrupted.");
return;
}
Submarine.LockX = Submarine.LockY = false;
LevelData = levelData;
Submarine.Unload();
Submarine = Submarine.MainSub = new Submarine(SubmarineInfo);
foreach (Submarine sub in Submarine.GetConnectedSubs())
{
sub.TeamID = CharacterTeamType.Team1;
foreach (Item item in Item.ItemList)
{
if (item.Submarine != sub) { continue; }
foreach (WifiComponent wifiComponent in item.GetComponents<WifiComponent>())
{
wifiComponent.TeamID = sub.TeamID;
}
}
}
GameMode!.AddExtraMissions(LevelData);
foreach (Mission mission in GameMode!.Missions)
{
// setting level for missions that may involve difficulty-related submarine creation
mission.SetLevel(levelData);
}
if (Submarine.MainSubs[1] == null)
{
var enemySubmarineInfo = GameMode is PvPMode ? SubmarineInfo : GameMode.Missions.FirstOrDefault(m => m.EnemySubmarineInfo != null)?.EnemySubmarineInfo;
if (enemySubmarineInfo != null)
{
Submarine.MainSubs[1] = new Submarine(enemySubmarineInfo, true);
}
}
if (GameMain.NetworkMember?.ServerSettings?.LockAllDefaultWires ?? false)
{
List<Item> items = new List<Item>();
items.AddRange(Submarine.MainSubs[0].GetItems(alsoFromConnectedSubs: true));
if (Submarine.MainSubs[1] != null)
{
items.AddRange(Submarine.MainSubs[1].GetItems(alsoFromConnectedSubs: true));
}
foreach (Item item in items)
{
Wire wire = item.GetComponent<Wire>();
if (wire != null && !wire.NoAutoLock && wire.Connections.Any(c => c != null)) { wire.Locked = true; }
}
}
Level? level = null;
if (levelData != null)
{
level = Level.Generate(levelData, mirrorLevel, StartLocation, EndLocation, startOutpost, endOutpost);
}
InitializeLevel(level);
//Clear out the cached grids and force update
Powered.Grids.Clear();
casualties.Clear();
GameAnalyticsManager.AddProgressionEvent(
GameAnalyticsManager.ProgressionStatus.Start,
GameMode?.Preset?.Identifier.Value ?? "none");
string eventId = "StartRound:" + (GameMode?.Preset?.Identifier.Value ?? "none") + ":";
GameAnalyticsManager.AddDesignEvent(eventId + "Submarine:" + (Submarine.MainSub?.Info?.Name ?? "none"));
GameAnalyticsManager.AddDesignEvent(eventId + "GameMode:" + (GameMode?.Preset?.Identifier.Value ?? "none"));
GameAnalyticsManager.AddDesignEvent(eventId + "CrewSize:" + (CrewManager?.CharacterInfos?.Count() ?? 0));
foreach (Mission mission in missions)
{
GameAnalyticsManager.AddDesignEvent(eventId + "MissionType:" + (mission.Prefab.Type.ToString() ?? "none") + ":" + mission.Prefab.Identifier);
}
if (Level.Loaded != null)
{
Identifier levelId = (Level.Loaded.Type == LevelData.LevelType.Outpost ?
Level.Loaded.StartOutpost?.Info?.OutpostGenerationParams?.Identifier :
Level.Loaded.GenerationParams?.Identifier) ?? "null".ToIdentifier();
GameAnalyticsManager.AddDesignEvent(eventId + "LevelType:" + Level.Loaded.Type.ToString() + ":" + levelId);
}
GameAnalyticsManager.AddDesignEvent(eventId + "Biome:" + (Level.Loaded?.LevelData?.Biome?.Identifier.Value ?? "none"));
#if CLIENT
if (GameMode is TutorialMode tutorialMode)
{
GameAnalyticsManager.AddDesignEvent(eventId + tutorialMode.Tutorial.Identifier);
if (GameMain.IsFirstLaunch)
{
GameAnalyticsManager.AddDesignEvent("FirstLaunch:" + eventId + tutorialMode.Tutorial.Identifier);
}
}
GameAnalyticsManager.AddDesignEvent($"{eventId}HintManager:{(HintManager.Enabled ? "Enabled" : "Disabled")}");
#endif
if (GameMode is CampaignMode campaignMode)
{
if (campaignMode.Map?.Radiation != null && campaignMode.Map.Radiation.Enabled)
{
GameAnalyticsManager.AddDesignEvent(eventId + "Radiation:Enabled");
}
else
{
GameAnalyticsManager.AddDesignEvent(eventId + "Radiation:Disabled");
}
bool firstTimeInBiome = Map != null && !Map.Connections.Any(c => c.Passed && c.Biome == LevelData!.Biome);
if (firstTimeInBiome)
{
GameAnalyticsManager.AddDesignEvent(eventId + (Level.Loaded?.LevelData?.Biome?.Identifier.Value ?? "none") + "Discovered:Playtime", campaignMode.TotalPlayTime);
GameAnalyticsManager.AddDesignEvent(eventId + (Level.Loaded?.LevelData?.Biome?.Identifier.Value ?? "none") + "Discovered:PassedLevels", campaignMode.TotalPassedLevels);
}
}
#if DEBUG
double startDuration = (DateTime.Now - startTime).TotalSeconds;
if (startDuration < MinimumLoadingTime)
{
int sleepTime = (int)((MinimumLoadingTime - startDuration) * 1000);
DebugConsole.NewMessage($"Stalling round start by {sleepTime / 1000.0f} s (minimum loading time set to {MinimumLoadingTime})...", Color.Magenta);
System.Threading.Thread.Sleep(sleepTime);
}
#endif
#if CLIENT
if (GameMode is CampaignMode && levelData != null) { SteamAchievementManager.OnBiomeDiscovered(levelData.Biome); }
var existingRoundSummary = GUIMessageBox.MessageBoxes.Find(mb => mb.UserData is RoundSummary)?.UserData as RoundSummary;
if (existingRoundSummary?.ContinueButton != null)
{
existingRoundSummary.ContinueButton.Visible = true;
}
CharacterHUD.ClearBossProgressBars();
RoundSummary = new RoundSummary(GameMode, Missions, StartLocation, EndLocation);
if (GameMode is not TutorialMode && GameMode is not TestGameMode)
{
GUI.AddMessage("", Color.Transparent, 3.0f, playSound: false);
if (EndLocation != null && levelData != null)
{
GUI.AddMessage(levelData.Biome.DisplayName, Color.Lerp(Color.CadetBlue, Color.DarkRed, levelData.Difficulty / 100.0f), 5.0f, playSound: false);
GUI.AddMessage(TextManager.AddPunctuation(':', TextManager.Get("Destination"), EndLocation.Name), Color.CadetBlue, playSound: false);
var missionsToShow = missions.Where(m => m.Prefab.ShowStartMessage);
if (missionsToShow.Count() > 1)
{
string joinedMissionNames = string.Join(", ", missions.Select(m => m.Name));
GUI.AddMessage(TextManager.AddPunctuation(':', TextManager.Get("Mission"), joinedMissionNames), Color.CadetBlue, playSound: false);
}
else
{
var mission = missionsToShow.FirstOrDefault();
GUI.AddMessage(TextManager.AddPunctuation(':', TextManager.Get("Mission"), mission?.Name ?? TextManager.Get("None")), Color.CadetBlue, playSound: false);
}
}
else
{
GUI.AddMessage(TextManager.AddPunctuation(':', TextManager.Get("Location"), StartLocation.Name), Color.CadetBlue, playSound: false);
}
}
ReadyCheck.ReadyCheckCooldown = DateTime.MinValue;
GUI.PreventPauseMenuToggle = false;
HintManager.OnRoundStarted();
#endif
}
private void InitializeLevel(Level? level)
{
//make sure no status effects have been carried on from the next round
//(they should be stopped in EndRound, this is a safeguard against cases where the round is ended ungracefully)
StatusEffect.StopAll();
#if CLIENT
GameMain.LightManager.LosEnabled = (GameMain.Client == null || GameMain.Client.CharacterInfo != null) && !GameMain.DevMode;
if (GameMain.LightManager.LosEnabled) { GameMain.LightManager.LosAlpha = 1f; }
if (GameMain.Client == null) { GameMain.LightManager.LosMode = GameSettings.CurrentConfig.Graphics.LosMode; }
#endif
LevelData = level?.LevelData;
Level = level;
PlaceSubAtStart(Level);
foreach (var sub in Submarine.Loaded)
{
if (sub.Info.IsOutpost)
{
sub.DisableObstructedWayPoints();
}
}
Entity.Spawner = new EntitySpawner();
if (GameMode != null && Submarine != null)
{
missions.Clear();
missions.AddRange(GameMode.Missions);
GameMode.Start();
foreach (Mission mission in missions)
{
int prevEntityCount = Entity.GetEntities().Count;
mission.Start(Level.Loaded);
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient && Entity.GetEntities().Count != prevEntityCount)
{
DebugConsole.ThrowError(
$"Entity count has changed after starting a mission ({mission.Prefab.Identifier}) as a client. " +
"The clients should not instantiate entities themselves when starting the mission," +
" but instead the server should inform the client of the spawned entities using Mission.ServerWriteInitial.");
}
}
#if CLIENT
ObjectiveManager.ResetObjectives();
#endif
EventManager?.StartRound(Level.Loaded);
SteamAchievementManager.OnStartRound();
GameMode.ShowStartMessage();
if (GameMain.NetworkMember == null)
{
//only place items and corpses here in single player
//the server does this after loading the respawn shuttle
if (Level != null)
{
Level.SpawnNPCs();
Level.SpawnCorpses();
Level.PrepareBeaconStation();
}
AutoItemPlacer.SpawnItems(Campaign?.Settings.StartItemSet);
}
if (GameMode is MultiPlayerCampaign mpCampaign)
{
mpCampaign.UpgradeManager.ApplyUpgrades();
mpCampaign.UpgradeManager.SanityCheckUpgrades();
}
}
CreatureMetrics.RecentlyEncountered.Clear();
GameMain.GameScreen.Cam.Position = Character.Controlled?.WorldPosition ?? Submarine.MainSub.WorldPosition;
RoundDuration = 0.0f;
GameMain.ResetFrameTime();
IsRunning = true;
}
public void PlaceSubAtStart(Level? level)
{
if (level == null || Submarine == null)
{
Submarine?.SetPosition(Vector2.Zero);
return;
}
var originalSubPos = Submarine.WorldPosition;
var spawnPoint = WayPoint.WayPointList.Find(wp => wp.SpawnType.HasFlag(SpawnType.Submarine) && wp.Submarine == level.StartOutpost);
if (spawnPoint != null)
{
//pre-determine spawnpoint, just use it directly
Submarine.SetPosition(spawnPoint.WorldPosition);
Submarine.NeutralizeBallast();
Submarine.EnableMaintainPosition();
}
else if (level.StartOutpost != null)
{
//start by placing the sub below the outpost
Rectangle outpostBorders = Level.Loaded.StartOutpost.GetDockedBorders();
Rectangle subBorders = Submarine.GetDockedBorders();
Submarine.SetPosition(
Level.Loaded.StartOutpost.WorldPosition -
new Vector2(0.0f, outpostBorders.Height / 2 + subBorders.Height / 2));
//find the port that's the nearest to the outpost and dock if one is found
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 == level.StartOutpost)
{
if (port.DockingTarget == null)
{
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, level.StartOutpost.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;
bool startDocked = level.Type == LevelData.LevelType.Outpost;
#if CLIENT
startDocked |= GameMode is TutorialMode;
#endif
if (startDocked)
{
Submarine.SetPosition(spawnPos);
myPort.Dock(outPostPort);
myPort.Lock(isNetworkMessage: true, applyEffects: false);
}
else
{
Submarine.SetPosition(spawnPos - Vector2.UnitY * 100.0f);
Submarine.NeutralizeBallast();
Submarine.EnableMaintainPosition();
}
}
else
{
Submarine.NeutralizeBallast();
Submarine.EnableMaintainPosition();
}
}
else
{
Submarine.SetPosition(Submarine.FindSpawnPos(level.StartPosition));
Submarine.NeutralizeBallast();
Submarine.EnableMaintainPosition();
}
// Make sure that linked subs which are NOT docked to the main sub
// (but still close enough to NOT be considered as 'left behind')
// are also moved to keep their relative position to the main sub
var linkedSubs = MapEntity.mapEntityList.FindAll(me => me is LinkedSubmarine);
foreach (LinkedSubmarine ls in linkedSubs)
{
if (ls.Sub == null || ls.Submarine != Submarine) { continue; }
if (!ls.LoadSub || ls.Sub.DockedTo.Contains(Submarine)) { continue; }
if (Submarine.Info.LeftBehindDockingPortIDs.Contains(ls.OriginalLinkedToID)) { continue; }
if (ls.Sub.Info.SubmarineElement.Attribute("location") != null) { continue; }
ls.SetPositionRelativeToMainSub();
}
}
public void Update(float deltaTime)
{
RoundDuration += deltaTime;
EventManager?.Update(deltaTime);
GameMode?.Update(deltaTime);
//backwards for loop because the missions may get completed and removed from the list in Update()
for (int i = missions.Count - 1; i >= 0; i--)
{
missions[i].Update(deltaTime);
}
UpdateProjSpecific(deltaTime);
}
public Mission? GetMission(int index)
{
if (index < 0 || index >= missions.Count) { return null; }
return missions[index];
}
public int GetMissionIndex(Mission mission)
{
return missions.IndexOf(mission);
}
public void EnforceMissionOrder(List<Identifier> missionIdentifiers)
{
List<Mission> sortedMissions = new List<Mission>();
foreach (Identifier missionId in missionIdentifiers)
{
var matchingMission = missions.Find(m => m.Prefab.Identifier == missionId);
if (matchingMission == null) { continue; }
sortedMissions.Add(matchingMission);
missions.Remove(matchingMission);
}
missions.AddRange(sortedMissions);
}
partial void UpdateProjSpecific(float deltaTime);
/// <summary>
/// Returns a list of crew characters currently in the game with a given filter.
/// </summary>
/// <param name="type">Character type filter</param>
/// <returns></returns>
/// <remarks>
/// In singleplayer mode the CharacterType.Player returns the currently controlled player.
/// </remarks>
public static ImmutableHashSet<Character> GetSessionCrewCharacters(CharacterType type)
{
if (GameMain.GameSession?.CrewManager is not { } crewManager) { return ImmutableHashSet<Character>.Empty; }
IEnumerable<Character> players;
IEnumerable<Character> bots;
HashSet<Character> characters = new HashSet<Character>();
#if SERVER
players = GameMain.Server.ConnectedClients.Select(c => c.Character).Where(c => c?.Info != null && !c.IsDead);
bots = crewManager.GetCharacters().Where(c => !c.IsRemotePlayer);
#elif CLIENT
players = crewManager.GetCharacters().Where(static c => c.IsPlayer);
bots = crewManager.GetCharacters().Where(static c => c.IsBot);
#endif
if (type.HasFlag(CharacterType.Bot))
{
foreach (Character bot in bots) { characters.Add(bot); }
}
if (type.HasFlag(CharacterType.Player))
{
foreach (Character player in players) { characters.Add(player); }
}
return characters.ToImmutableHashSet();
}
public void EndRound(string endMessage, List<TraitorMissionResult>? traitorResults = null, CampaignMode.TransitionType transitionType = CampaignMode.TransitionType.None)
{
RoundEnding = true;
//Clear the grids to allow for garbage collection
Powered.Grids.Clear();
try
{
ImmutableHashSet<Character> crewCharacters = GetSessionCrewCharacters(CharacterType.Both);
int prevMoney = GetAmountOfMoney(crewCharacters);
foreach (Mission mission in missions)
{
mission.End();
}
foreach (Character character in crewCharacters)
{
character.CheckTalents(AbilityEffectType.OnRoundEnd);
}
if (missions.Any())
{
if (missions.Any(m => m.Completed))
{
foreach (Character character in crewCharacters)
{
character.CheckTalents(AbilityEffectType.OnAnyMissionCompleted);
}
}
if (missions.All(m => m.Completed))
{
foreach (Character character in crewCharacters)
{
character.CheckTalents(AbilityEffectType.OnAllMissionsCompleted);
}
}
}
#if CLIENT
if (GUI.PauseMenuOpen)
{
GUI.TogglePauseMenu();
}
if (IsTabMenuOpen)
{
ToggleTabMenu();
}
GUI.PreventPauseMenuToggle = true;
if (!(GameMode is TestGameMode) && Screen.Selected == GameMain.GameScreen && RoundSummary != null && transitionType != CampaignMode.TransitionType.End)
{
GUI.ClearMessages();
GUIMessageBox.MessageBoxes.RemoveAll(mb => mb.UserData is RoundSummary);
GUIFrame summaryFrame = RoundSummary.CreateSummaryFrame(this, endMessage, traitorResults, transitionType);
GUIMessageBox.MessageBoxes.Add(summaryFrame);
RoundSummary.ContinueButton.OnClicked = (_, __) => { GUIMessageBox.MessageBoxes.Remove(summaryFrame); return true; };
}
if (GameMain.NetLobbyScreen != null) { GameMain.NetLobbyScreen.OnRoundEnded(); }
TabMenu.OnRoundEnded();
GUIMessageBox.MessageBoxes.RemoveAll(mb => mb.UserData as string == "ConversationAction" || ReadyCheck.IsReadyCheck(mb));
ObjectiveManager.ResetUI();
CharacterHUD.ClearBossProgressBars();
#endif
SteamAchievementManager.OnRoundEnded(this);
GameMode?.End(transitionType);
EventManager?.EndRound();
StatusEffect.StopAll();
AfflictionPrefab.ClearAllEffects();
IsRunning = false;
#if CLIENT
bool success = CrewManager!.GetCharacters().Any(c => !c.IsDead);
#else
bool success = GameMain.Server.ConnectedClients.Any(c => c.InGame && c.Character != null && !c.Character.IsDead);
#endif
GameAnalyticsManager.AddProgressionEvent(
success ? GameAnalyticsManager.ProgressionStatus.Complete : GameAnalyticsManager.ProgressionStatus.Fail,
GameMode?.Preset.Identifier.Value ?? "none",
RoundDuration);
string eventId = "EndRound:" + (GameMode?.Preset?.Identifier.Value ?? "none") + ":";
LogEndRoundStats(eventId);
if (GameMode is CampaignMode campaignMode)
{
GameAnalyticsManager.AddDesignEvent(eventId + "MoneyEarned", GetAmountOfMoney(crewCharacters) - prevMoney);
campaignMode.TotalPlayTime += RoundDuration;
}
#if CLIENT
HintManager.OnRoundEnded();
#endif
missions.Clear();
}
finally
{
RoundEnding = false;
}
int GetAmountOfMoney(IEnumerable<Character> crew)
{
if (!(GameMode is CampaignMode campaign)) { return 0; }
return GameMain.NetworkMember switch
{
null => campaign.Bank.Balance,
_ => crew.Sum(c => c.Wallet.Balance) + campaign.Bank.Balance
};
}
}
public void LogEndRoundStats(string eventId)
{
GameAnalyticsManager.AddDesignEvent(eventId + "Submarine:" + (Submarine.MainSub?.Info?.Name ?? "none"), RoundDuration);
GameAnalyticsManager.AddDesignEvent(eventId + "GameMode:" + (GameMode?.Name.Value ?? "none"), RoundDuration);
GameAnalyticsManager.AddDesignEvent(eventId + "CrewSize:" + (CrewManager?.CharacterInfos?.Count ?? 0), RoundDuration);
foreach (Mission mission in missions)
{
GameAnalyticsManager.AddDesignEvent(eventId + "MissionType:" + (mission.Prefab.Type.ToString() ?? "none") + ":" + mission.Prefab.Identifier + ":" + (mission.Completed ? "Completed" : "Failed"), RoundDuration);
}
if (Level.Loaded != null)
{
Identifier levelId = (Level.Loaded.Type == LevelData.LevelType.Outpost ?
Level.Loaded.StartOutpost?.Info?.OutpostGenerationParams?.Identifier :
Level.Loaded.GenerationParams?.Identifier) ?? "null".ToIdentifier();
GameAnalyticsManager.AddDesignEvent(eventId + "LevelType:" + (Level.Loaded?.Type.ToString() ?? "none" + ":" + levelId), RoundDuration);
GameAnalyticsManager.AddDesignEvent(eventId + "Biome:" + (Level.Loaded?.LevelData?.Biome?.Identifier.Value ?? "none"), RoundDuration);
}
if (Submarine.MainSub != null)
{
Dictionary<ItemPrefab, int> submarineInventory = new Dictionary<ItemPrefab, int>();
foreach (Item item in Item.ItemList)
{
var rootContainer = item.GetRootContainer() ?? item;
if (rootContainer.Submarine?.Info == null || rootContainer.Submarine.Info.Type != SubmarineType.Player) { continue; }
if (rootContainer.Submarine != Submarine.MainSub && !Submarine.MainSub.DockedTo.Contains(rootContainer.Submarine)) { continue; }
var holdable = item.GetComponent<Holdable>();
if (holdable == null || holdable.Attached) { continue; }
var wire = item.GetComponent<Wire>();
if (wire != null && wire.Connections.Any(c => c != null)) { continue; }
if (!submarineInventory.ContainsKey(item.Prefab))
{
submarineInventory.Add(item.Prefab, 0);
}
submarineInventory[item.Prefab]++;
}
foreach (var subItem in submarineInventory)
{
GameAnalyticsManager.AddDesignEvent(eventId + "SubmarineInventory:" + subItem.Key.Identifier, subItem.Value);
}
}
foreach (Character c in GetSessionCrewCharacters(CharacterType.Both))
{
foreach (var itemSelectedDuration in c.ItemSelectedDurations)
{
string characterType = "Unknown";
if (c.IsBot)
{
characterType = "Bot";
}
else if (c.IsPlayer)
{
characterType = "Player";
}
GameAnalyticsManager.AddDesignEvent("TimeSpentOnDevices:" + (GameMode?.Preset?.Identifier.Value ?? "none") + ":" + characterType + ":" + (c.Info?.Job?.Prefab.Identifier.Value ?? "NoJob") + ":" + itemSelectedDuration.Key.Identifier, itemSelectedDuration.Value);
}
}
#if CLIENT
if (GameMode is TutorialMode tutorialMode)
{
GameAnalyticsManager.AddDesignEvent(eventId + tutorialMode.Tutorial.Identifier);
if (GameMain.IsFirstLaunch)
{
GameAnalyticsManager.AddDesignEvent("FirstLaunch:" + eventId + tutorialMode.Tutorial.Identifier);
}
}
GameAnalyticsManager.AddDesignEvent(eventId + "TimeSpentCleaning", TimeSpentCleaning);
GameAnalyticsManager.AddDesignEvent(eventId + "TimeSpentPainting", TimeSpentPainting);
TimeSpentCleaning = TimeSpentPainting = 0.0;
#endif
}
public void KillCharacter(Character character)
{
if (CrewManager != null && CrewManager.GetCharacters().Contains(character))
{
casualties.Add(character);
}
#if CLIENT
CrewManager?.KillCharacter(character);
#endif
}
public void ReviveCharacter(Character character)
{
casualties.Remove(character);
#if CLIENT
CrewManager?.ReviveCharacter(character);
#endif
}
public static bool IsCompatibleWithEnabledContentPackages(IList<string> contentPackageNames, out LocalizedString errorMsg)
{
errorMsg = "";
//no known content packages, must be an older save file
if (!contentPackageNames.Any()) { return true; }
List<string> missingPackages = new List<string>();
foreach (string packageName in contentPackageNames)
{
if (!ContentPackageManager.EnabledPackages.All.Any(cp => cp.NameMatches(packageName)))
{
missingPackages.Add(packageName);
}
}
List<string> excessPackages = new List<string>();
foreach (ContentPackage cp in ContentPackageManager.EnabledPackages.All)
{
if (!cp.HasMultiplayerSyncedContent) { continue; }
if (!contentPackageNames.Any(p => cp.NameMatches(p)))
{
excessPackages.Add(cp.Name);
}
}
bool orderMismatch = false;
if (missingPackages.Count == 0 && missingPackages.Count == 0)
{
var enabledPackages = ContentPackageManager.EnabledPackages.All.Where(cp => cp.HasMultiplayerSyncedContent).ToImmutableArray();
for (int i = 0; i < contentPackageNames.Count && i < enabledPackages.Length; i++)
{
if (!enabledPackages[i].NameMatches(contentPackageNames[i]))
{
orderMismatch = true;
break;
}
}
}
if (!orderMismatch && missingPackages.Count == 0 && excessPackages.Count == 0) { return true; }
if (missingPackages.Count == 1)
{
errorMsg = TextManager.GetWithVariable("campaignmode.missingcontentpackage", "[missingcontentpackage]", missingPackages[0]);
}
else if (missingPackages.Count > 1)
{
errorMsg = TextManager.GetWithVariable("campaignmode.missingcontentpackages", "[missingcontentpackages]", string.Join(", ", missingPackages));
}
if (excessPackages.Count == 1)
{
if (!errorMsg.IsNullOrEmpty()) { errorMsg += "\n"; }
errorMsg += TextManager.GetWithVariable("campaignmode.incompatiblecontentpackage", "[incompatiblecontentpackage]", excessPackages[0]);
}
else if (excessPackages.Count > 1)
{
if (!errorMsg.IsNullOrEmpty()) { errorMsg += "\n"; }
errorMsg += TextManager.GetWithVariable("campaignmode.incompatiblecontentpackages", "[incompatiblecontentpackages]", string.Join(", ", excessPackages));
}
if (orderMismatch)
{
if (!errorMsg.IsNullOrEmpty()) { errorMsg += "\n"; }
errorMsg += TextManager.GetWithVariable("campaignmode.contentpackageordermismatch", "[loadorder]", string.Join(", ", contentPackageNames));
}
return false;
}
public void Save(string filePath)
{
if (!(GameMode is CampaignMode))
{
throw new NotSupportedException("GameSessions can only be saved when playing in a campaign mode.");
}
XDocument doc = new XDocument(new XElement("Gamesession"));
XElement rootElement = doc.Root ?? throw new NullReferenceException("Game session XML element is invalid: document is null.");
rootElement.Add(new XAttribute("savetime", SerializableDateTime.UtcNow.ToUnixTime()));
#warning TODO: after this gets on main, replace savetime with the commented line
//rootElement.Add(new XAttribute("savetime", SerializableDateTime.LocalNow));
rootElement.Add(new XAttribute("version", GameMain.Version));
if (Submarine?.Info != null && !Submarine.Removed && Campaign != null)
{
bool hasNewPendingSub = Campaign.PendingSubmarineSwitch != null &&
Campaign.PendingSubmarineSwitch.MD5Hash.StringRepresentation != Submarine.Info.MD5Hash.StringRepresentation;
if (hasNewPendingSub)
{
Campaign.SwitchSubs();
}
}
rootElement.Add(new XAttribute("submarine", SubmarineInfo == null ? "" : SubmarineInfo.Name));
if (OwnedSubmarines != null)
{
List<string> ownedSubmarineNames = new List<string>();
var ownedSubsElement = new XElement("ownedsubmarines");
rootElement.Add(ownedSubsElement);
foreach (var ownedSub in OwnedSubmarines)
{
ownedSubsElement.Add(new XElement("sub", new XAttribute("name", ownedSub.Name)));
}
}
if (Map != null) { rootElement.Add(new XAttribute("mapseed", Map.Seed)); }
rootElement.Add(new XAttribute("selectedcontentpackagenames",
string.Join("|", ContentPackageManager.EnabledPackages.All.Where(cp => cp.HasMultiplayerSyncedContent).Select(cp => cp.Name.Replace("|", @"\|")))));
((CampaignMode)GameMode).Save(doc.Root);
doc.SaveSafe(filePath, throwExceptions: true);
}
/*public void Load(XElement saveElement)
{
foreach (var subElement in saveElement.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
#if CLIENT
case "gamemode": //legacy support
case "singleplayercampaign":
GameMode = SinglePlayerCampaign.Load(subElement);
break;
#endif
case "multiplayercampaign":
if (!(GameMode is MultiPlayerCampaign mpCampaign))
{
DebugConsole.ThrowError("Error while loading a save file: the save file is for a multiplayer campaign but the current gamemode is " + GameMode.GetType().ToString());
break;
}
mpCampaign.Load(subElement);
break;
}
}
}*/
}
}