Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaClient/ClientSource/GameSession/GameModes/CampaignMode.cs
Joonas Rikkonen c27e2ea5ab v0.14.6.0
2021-06-17 17:58:09 +03:00

339 lines
15 KiB
C#

using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System;
using System.Linq;
using System.Threading.Tasks;
namespace Barotrauma
{
abstract partial class CampaignMode : GameMode
{
protected bool crewDead;
protected Color overlayColor;
protected string overlayText, overlayTextBottom;
protected Color overlayTextColor;
protected Sprite overlaySprite;
private TransitionType prevCampaignUIAutoOpenType;
protected GUIButton endRoundButton;
public GUIButton ReadyCheckButton;
public GUIButton EndRoundButton => endRoundButton;
protected GUIFrame campaignUIContainer;
public CampaignUI CampaignUI;
public bool ForceMapUI
{
get;
protected set;
}
private bool showCampaignUI;
private bool wasChatBoxOpen;
public bool ShowCampaignUI
{
get { return showCampaignUI; }
set
{
if (value == showCampaignUI) { return; }
var chatBox = CrewManager?.ChatBox ?? GameMain.Client?.ChatBox;
if (value)
{
if (chatBox != null)
{
wasChatBoxOpen = chatBox.ToggleOpen;
chatBox.ToggleOpen = false;
}
}
else if (chatBox != null)
{
chatBox.ToggleOpen = wasChatBoxOpen;
}
if (!value && CampaignUI?.SelectedTab == InteractionType.PurchaseSub)
{
SubmarinePreview.Close();
}
showCampaignUI = value;
}
}
public override void ShowStartMessage()
{
foreach (Mission mission in Missions)
{
new GUIMessageBox(
mission.Prefab.IsSideObjective ? TextManager.AddPunctuation(':', TextManager.Get("sideobjective"), mission.Name) : mission.Name,
mission.Description, new string[0], type: GUIMessageBox.Type.InGame, icon: mission.Prefab.Icon, parseRichText: true)
{
IconColor = mission.Prefab.IconColor,
UserData = "missionstartmessage"
};
}
}
/// <summary>
/// There is a server-side implementation of the method in <see cref="MultiPlayerCampaign"/>
/// </summary>
public bool AllowedToEndRound()
{
//allow ending the round if the client has permissions, is the owner, the only client in the server
//or if no-one has management permissions
if (GameMain.Client == null) { return true; }
return
GameMain.Client.HasPermission(ClientPermissions.ManageRound) ||
GameMain.Client.HasPermission(ClientPermissions.ManageCampaign) ||
GameMain.Client.ConnectedClients.Count == 1 ||
GameMain.Client.IsServerOwner ||
GameMain.Client.ConnectedClients.None(c =>
c.InGame && (c.IsOwner || c.HasPermission(ClientPermissions.ManageRound) || c.HasPermission(ClientPermissions.ManageCampaign)));
}
/// <summary>
/// There is a server-side implementation of the method in <see cref="MultiPlayerCampaign"/>
/// </summary>
public bool AllowedToManageCampaign()
{
//allow ending the round if the client has permissions, is the owner, the only client in the server,
//or if no-one has management permissions
if (GameMain.Client == null) { return true; }
return
GameMain.Client.HasPermission(ClientPermissions.ManageCampaign) ||
GameMain.Client.ConnectedClients.Count == 1 ||
GameMain.Client.IsServerOwner ||
GameMain.Client.ConnectedClients.None(c =>
c.InGame && (c.IsOwner || c.HasPermission(ClientPermissions.ManageCampaign)));
}
public override void Draw(SpriteBatch spriteBatch)
{
if (overlayColor.A > 0)
{
if (overlaySprite != null)
{
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), Color.Black * (overlayColor.A / 255.0f), isFilled: true);
float scale = Math.Max(GameMain.GraphicsWidth / overlaySprite.size.X, GameMain.GraphicsHeight / overlaySprite.size.Y);
overlaySprite.Draw(spriteBatch, new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) / 2, overlayColor, overlaySprite.size / 2, scale: scale);
}
else
{
GUI.DrawRectangle(spriteBatch, new Rectangle(0, 0, GameMain.GraphicsWidth, GameMain.GraphicsHeight), overlayColor, isFilled: true);
}
if (!string.IsNullOrEmpty(overlayText) && overlayTextColor.A > 0)
{
var backgroundSprite = GUI.Style.GetComponentStyle("CommandBackground").GetDefaultSprite();
Vector2 centerPos = new Vector2(GameMain.GraphicsWidth, GameMain.GraphicsHeight) / 2;
string wrappedText = ToolBox.WrapText(overlayText, GameMain.GraphicsWidth / 3, GUI.Font);
Vector2 textSize = GUI.Font.MeasureString(wrappedText);
Vector2 textPos = centerPos - textSize / 2;
backgroundSprite.Draw(spriteBatch,
centerPos,
Color.White * (overlayTextColor.A / 255.0f),
origin: backgroundSprite.size / 2,
rotate: 0.0f,
scale: new Vector2(GameMain.GraphicsWidth / 2 / backgroundSprite.size.X, textSize.Y / backgroundSprite.size.Y * 1.5f));
GUI.DrawString(spriteBatch, textPos + Vector2.One, wrappedText, Color.Black * (overlayTextColor.A / 255.0f));
GUI.DrawString(spriteBatch, textPos, wrappedText, overlayTextColor);
if (!string.IsNullOrEmpty(overlayTextBottom))
{
Vector2 bottomTextPos = centerPos + new Vector2(0.0f, textSize.Y / 2 + 40 * GUI.Scale) - GUI.Font.MeasureString(overlayTextBottom) / 2;
GUI.DrawString(spriteBatch, bottomTextPos + Vector2.One, overlayTextBottom, Color.Black * (overlayTextColor.A / 255.0f));
GUI.DrawString(spriteBatch, bottomTextPos, overlayTextBottom, overlayTextColor);
}
}
}
if (GUI.DisableHUD || GUI.DisableUpperHUD || ForceMapUI || CoroutineManager.IsCoroutineRunning("LevelTransition"))
{
endRoundButton.Visible = false;
if (ReadyCheckButton != null) { ReadyCheckButton.Visible = false; }
return;
}
if (Submarine.MainSub == null || Level.Loaded == null) { return; }
endRoundButton.Visible = false;
var availableTransition = GetAvailableTransition(out _, out Submarine leavingSub);
string buttonText = "";
switch (availableTransition)
{
case TransitionType.ProgressToNextLocation:
case TransitionType.ProgressToNextEmptyLocation:
if (Level.Loaded.EndOutpost == null || !Level.Loaded.EndOutpost.DockedTo.Contains(leavingSub))
{
string textTag = availableTransition == TransitionType.ProgressToNextLocation ? "EnterLocation" : "EnterEmptyLocation";
buttonText = TextManager.GetWithVariable(textTag, "[locationname]", Level.Loaded.EndLocation?.Name ?? "[ERROR]");
endRoundButton.Visible = !ForceMapUI && !ShowCampaignUI;
}
break;
case TransitionType.LeaveLocation:
buttonText = TextManager.GetWithVariable("LeaveLocation", "[locationname]", Level.Loaded.StartLocation?.Name ?? "[ERROR]");
endRoundButton.Visible = !ForceMapUI && !ShowCampaignUI;
break;
case TransitionType.ReturnToPreviousLocation:
case TransitionType.ReturnToPreviousEmptyLocation:
if (Level.Loaded.StartOutpost == null || !Level.Loaded.StartOutpost.DockedTo.Contains(leavingSub))
{
string textTag = availableTransition == TransitionType.ReturnToPreviousLocation ? "EnterLocation" : "EnterEmptyLocation";
buttonText = TextManager.GetWithVariable(textTag, "[locationname]", Level.Loaded.StartLocation?.Name ?? "[ERROR]");
endRoundButton.Visible = !ForceMapUI && !ShowCampaignUI;
}
break;
case TransitionType.None:
default:
if (Level.Loaded.Type == LevelData.LevelType.Outpost &&
(Character.Controlled?.Submarine?.Info.Type == SubmarineType.Player || (Character.Controlled?.CurrentHull?.OutpostModuleTags.Contains("airlock") ?? false)))
{
buttonText = TextManager.GetWithVariable("LeaveLocation", "[locationname]", Level.Loaded.StartLocation?.Name ?? "[ERROR]");
endRoundButton.Visible = !ForceMapUI && !ShowCampaignUI;
}
else
{
endRoundButton.Visible = false;
}
break;
}
if (ReadyCheckButton != null) { ReadyCheckButton.Visible = endRoundButton.Visible; }
if (endRoundButton.Visible)
{
if (!AllowedToEndRound())
{
buttonText = TextManager.Get("map");
}
else if (prevCampaignUIAutoOpenType != availableTransition &&
(availableTransition == TransitionType.ProgressToNextEmptyLocation || availableTransition == TransitionType.ReturnToPreviousEmptyLocation))
{
HintManager.OnAvailableTransition(availableTransition);
//opening the campaign map pauses the game and prevents HintManager from running -> update it manually to get the hint to show up immediately
HintManager.Update();
Map.SelectLocation(-1);
endRoundButton.OnClicked(EndRoundButton, null);
prevCampaignUIAutoOpenType = availableTransition;
}
endRoundButton.Text = ToolBox.LimitString(buttonText, endRoundButton.Font, endRoundButton.Rect.Width - 5);
if (endRoundButton.Text != buttonText)
{
endRoundButton.ToolTip = buttonText;
}
if (Character.Controlled?.ViewTarget is Item item)
{
Turret turret = item.GetComponent<Turret>();
endRoundButton.RectTransform.ScreenSpaceOffset = turret == null ? Point.Zero : new Point(0, (int)(turret.UIElementHeight * 1.25f));
}
else if (Character.Controlled?.CharacterHealth?.SuicideButton?.Visible ?? false)
{
endRoundButton.RectTransform.ScreenSpaceOffset = new Point(0, Character.Controlled.CharacterHealth.SuicideButton.Rect.Height);
}
else if (GameMain.Client != null && GameMain.Client.IsFollowSubTickBoxVisible)
{
endRoundButton.RectTransform.ScreenSpaceOffset = new Point(0, HUDLayoutSettings.Padding + GameMain.Client.FollowSubTickBox.Rect.Height);
}
else
{
endRoundButton.RectTransform.ScreenSpaceOffset = Point.Zero;
}
}
endRoundButton.DrawManually(spriteBatch);
if (this is MultiPlayerCampaign && ReadyCheckButton != null)
{
ReadyCheckButton.RectTransform.ScreenSpaceOffset = endRoundButton.RectTransform.ScreenSpaceOffset;
ReadyCheckButton.DrawManually(spriteBatch);
}
}
public Task SelectSummaryScreen(RoundSummary roundSummary, LevelData newLevel, bool mirror, Action action)
{
var roundSummaryScreen = RoundSummaryScreen.Select(overlaySprite, roundSummary);
GUI.ClearCursorWait();
var loadTask = Task.Run(async () =>
{
await Task.Yield();
Rand.ThreadId = System.Threading.Thread.CurrentThread.ManagedThreadId;
try
{
GameMain.GameSession.StartRound(newLevel, mirrorLevel: mirror);
}
catch (Exception e)
{
roundSummaryScreen.LoadException = e;
}
Rand.ThreadId = 0;
});
TaskPool.Add("AsyncCampaignStartRound", loadTask, (t) =>
{
overlayColor = Color.Transparent;
action?.Invoke();
});
return loadTask;
}
partial void NPCInteractProjSpecific(Character npc, Character interactor)
{
if (npc == null || interactor == null) { return; }
switch (npc.CampaignInteractionType)
{
case InteractionType.None:
case InteractionType.Talk:
case InteractionType.Examine:
return;
case InteractionType.Upgrade when !UpgradeManager.CanUpgradeSub():
UpgradeManager.CreateUpgradeErrorMessage(TextManager.Get("Dialog.CantUpgrade"), IsSinglePlayer, npc);
return;
case InteractionType.Crew when GameMain.NetworkMember != null:
CampaignUI.CrewManagement.SendCrewState(false);
goto default;
default:
ShowCampaignUI = true;
CampaignUI.SelectTab(npc.CampaignInteractionType);
CampaignUI.UpgradeStore?.RefreshAll();
break;
}
}
public override void AddToGUIUpdateList()
{
if (ShowCampaignUI || ForceMapUI)
{
campaignUIContainer?.AddToGUIUpdateList();
if (CampaignUI?.UpgradeStore?.HoveredItem != null)
{
if (CampaignUI.SelectedTab != InteractionType.Upgrade) { return; }
CampaignUI?.UpgradeStore?.ItemInfoFrame.AddToGUIUpdateList(order: 1);
}
}
base.AddToGUIUpdateList();
CrewManager.AddToGUIUpdateList();
endRoundButton.AddToGUIUpdateList();
ReadyCheckButton?.AddToGUIUpdateList();
}
public override void Update(float deltaTime)
{
base.Update(deltaTime);
if (PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.Escape))
{
GUIMessageBox.MessageBoxes.RemoveAll(mb => mb.UserData is RoundSummary);
}
if (ShowCampaignUI || ForceMapUI)
{
CampaignUI?.Update(deltaTime);
}
}
}
}