Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/GameSession/GameModes/MultiplayerCampaign.cs
T
Joonas Rikkonen c1f5e3cbda Progress on multiplayer campaign:
- Moved SaveUtils to the shared project.
- Moved the "new game"/"load game" menu logic to a separate class.
- Somewhat functional campaign UI in the server lobby (only the map view is usable atm though).
2017-08-31 18:53:37 +03:00

181 lines
6.5 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Xml.Linq;
namespace Barotrauma
{
class MultiplayerCampaign : CampaignMode
{
public MultiplayerCampaign(GameModePreset preset, object param) :
base(preset, param)
{
}
#if CLIENT
public static void StartCampaignSetup()
{
var setupBox = new GUIMessageBox("Campaign Setup", "", new string [0], 500, 500);
setupBox.InnerFrame.Padding = new Vector4(20.0f, 80.0f, 20.0f, 20.0f);
var newCampaignContainer = new GUIFrame(new Rectangle(0,40,0,0), null, setupBox.InnerFrame);
var loadCampaignContainer = new GUIFrame(new Rectangle(0, 40, 0, 0), null, setupBox.InnerFrame);
var campaignSetupUI = new CampaignSetupUI(true, newCampaignContainer, loadCampaignContainer);
var newCampaignButton = new GUIButton(new Rectangle(0,0,120,20), "New campaign", "", setupBox.InnerFrame);
newCampaignButton.OnClicked += (btn, obj) =>
{
newCampaignContainer.Visible = true;
loadCampaignContainer.Visible = false;
return true;
};
var loadCampaignButton = new GUIButton(new Rectangle(130, 0, 120, 20), "Load campaign", "", setupBox.InnerFrame);
loadCampaignButton.OnClicked += (btn, obj) =>
{
newCampaignContainer.Visible = false;
loadCampaignContainer.Visible = true;
return true;
};
loadCampaignContainer.Visible = false;
campaignSetupUI.StartNewGame = (Submarine sub, string saveName, string mapSeed) =>
{
GameMain.GameSession = new GameSession(sub, saveName, GameModePreset.list.Find(g => g.Name == "Campaign"));
var campaign = ((MultiplayerCampaign)GameMain.GameSession.GameMode);
campaign.GenerateMap(mapSeed);
setupBox.Close();
GameMain.NetLobbyScreen.ToggleCampaignMode(true);
};
campaignSetupUI.LoadGame = (string fileName) =>
{
SaveUtil.LoadGame(fileName);
setupBox.Close();
GameMain.NetLobbyScreen.ToggleCampaignMode(true);
};
}
#endif
public override void End(string endMessage = "")
{
isRunning = false;
bool success =
GameMain.Server.ConnectedClients.Any(c => c.inGame && c.Character != null && !c.Character.IsDead) ||
(GameMain.Server.Character != null && !GameMain.Server.Character.IsDead);
/*if (success)
{
if (subsToLeaveBehind == null || leavingSub == null)
{
DebugConsole.ThrowError("Leaving submarine not selected -> selecting the closest one");
leavingSub = GetLeavingSub();
subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub);
}
}*/
GameMain.GameSession.EndRound("");
if (success)
{
bool atEndPosition = Submarine.MainSub.AtEndPosition;
/*if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub))
{
Submarine.MainSub = leavingSub;
GameMain.GameSession.Submarine = leavingSub;
foreach (Submarine sub in subsToLeaveBehind)
{
MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine);
LinkedSubmarine.CreateDummy(leavingSub, sub);
}
}*/
if (atEndPosition)
{
Map.MoveToNextLocation();
}
SaveUtil.SaveGame(GameMain.GameSession.SaveFile);
}
if (!success)
{
/* var summaryScreen = GUIMessageBox.VisibleBox;
if (summaryScreen != null)
{
summaryScreen = summaryScreen.children[0];
summaryScreen.RemoveChild(summaryScreen.children.Find(c => c is GUIButton));
var okButton = new GUIButton(new Rectangle(-120, 0, 100, 30), "Load game", Alignment.BottomRight, "", summaryScreen);
okButton.OnClicked += GameMain.GameSession.LoadPrevious;
okButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return true; };
var quitButton = new GUIButton(new Rectangle(0, 0, 100, 30), "Quit", Alignment.BottomRight, "", summaryScreen);
quitButton.OnClicked += GameMain.LobbyScreen.QuitToMainMenu;
quitButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return true; };
}*/
}
for (int i = Character.CharacterList.Count - 1; i >= 0; i--)
{
Character.CharacterList[i].Remove();
}
Submarine.Unload();
}
public static MultiplayerCampaign Load(XElement element)
{
MultiplayerCampaign campaign = new MultiplayerCampaign(GameModePreset.list.Find(gm => gm.Name == "Campaign"), null);
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "map":
campaign.map = Map.Load(subElement);
break;
}
}
campaign.Money = ToolBox.GetAttributeInt(element, "money", 0);
//backwards compatibility with older save files
if (campaign.map == null)
{
string mapSeed = ToolBox.GetAttributeString(element, "mapseed", "a");
campaign.GenerateMap(mapSeed);
campaign.map.SetLocation(ToolBox.GetAttributeInt(element, "currentlocation", 0));
}
//campaign.savedOnStart = true;
return campaign;
}
public override void Save(XElement element)
{
XElement modeElement = new XElement("MultiPlayerCampaign");
modeElement.Add(new XAttribute("money", Money));
Map.Save(modeElement);
element.Add(modeElement);
}
}
}