Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/GameSession/GameSession.cs
2025-09-17 13:44:21 +03:00

1692 lines
77 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;
using Barotrauma.PerkBehaviors;
namespace Barotrauma
{
internal readonly record struct PerkCollection(
ImmutableArray<DisembarkPerkPrefab> Team1Perks,
ImmutableArray<DisembarkPerkPrefab> Team2Perks)
{
public static readonly PerkCollection Empty = new PerkCollection(ImmutableArray<DisembarkPerkPrefab>.Empty, ImmutableArray<DisembarkPerkPrefab>.Empty);
public void ApplyAll(IReadOnlyCollection<Character> team1Characters, IReadOnlyCollection<Character> team2Characters)
{
// Usually there should only be 1 mission active on pvp and mission modes
bool anyMissionDoesNotLoadSubs = GameMain.GameSession.Missions.Any(static m => !m.Prefab.LoadSubmarines);
foreach (var team1Perk in Team1Perks)
{
GameAnalyticsManager.AddDesignEvent("DisembarkPerk:" + team1Perk.Identifier);
foreach (PerkBase behavior in team1Perk.PerkBehaviors)
{
if (anyMissionDoesNotLoadSubs && !behavior.CanApplyWithoutSubmarine()) { continue; }
#if CLIENT
if (behavior.Simulation == PerkSimulation.ServerOnly) { continue; }
#endif
behavior.ApplyOnRoundStart(team1Characters, Submarine.MainSubs[0]);
}
}
if (Submarine.MainSubs[1] is not null && GameMain.GameSession.GameMode is PvPMode)
{
foreach (var team2Perk in Team2Perks)
{
GameAnalyticsManager.AddDesignEvent("DisembarkPerk:" + team2Perk.Identifier);
foreach (PerkBase behavior in team2Perk.PerkBehaviors)
{
if (anyMissionDoesNotLoadSubs && !behavior.CanApplyWithoutSubmarine()) { continue; }
#if CLIENT
if (behavior.Simulation == PerkSimulation.ServerOnly) { continue; }
#endif
behavior.ApplyOnRoundStart(team2Characters, Submarine.MainSubs[1]);
}
}
}
}
}
partial class GameSession
{
#if DEBUG
public static float MinimumLoadingTime;
#endif
public enum InfoFrameTab { Crew, Mission, MyCharacter, Traitor };
public Version LastSaveVersion { get; set; } = GameMain.Version;
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; } }
/// <summary>
/// Permadeaths per MP account are stored currently just for an achievement ("getoutalive").
/// The dictionary stores Option<AccountId> directly just to keep the code using it simpler and leaner, but if
/// this is ever used for something else too, feel free to refactor it to use actual AccountIds.
/// </summary>
private Dictionary<Option<AccountId>, int> permadeathsPerAccount = new Dictionary<Option<AccountId>, int>();
public void IncrementPermadeath(Option<AccountId> accountId)
{
permadeathsPerAccount[accountId] = permadeathsPerAccount.GetValueOrDefault(accountId, 0) + 1;
}
public int PermadeathCountForAccount(Option<AccountId> accountId)
{
return permadeathsPerAccount.GetValueOrDefault(accountId, 0);
}
public CharacterTeamType? WinningTeam;
/// <summary>
/// Is a round currently running?
/// </summary>
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 SubmarineInfo EnemySubmarineInfo { get; set; }
public SubmarineInfo? ForceOutpostModule;
public List<SubmarineInfo> OwnedSubmarines = new List<SubmarineInfo>();
public Submarine? Submarine { get; set; }
private readonly HashSet<(CharacterTeamType team, Identifier identifier)> unlockedRecipes = new HashSet<(CharacterTeamType, Identifier)>();
public IEnumerable<(CharacterTeamType, Identifier)> UnlockedRecipes => unlockedRecipes;
public CampaignDataPath DataPath { get; set; }
public bool TraitorsEnabled =>
GameMain.NetworkMember?.ServerSettings != null &&
GameMain.NetworkMember.ServerSettings.TraitorProbability > 0.0f;
partial void InitProjSpecific();
private GameSession(SubmarineInfo submarineInfo)
{
InitProjSpecific();
SubmarineInfo = submarineInfo;
EnemySubmarineInfo = SubmarineInfo;
GameMain.GameSession = this;
EventManager = new EventManager();
}
private GameSession(SubmarineInfo submarineInfo, SubmarineInfo enemySubmarineInfo)
: this(submarineInfo)
{
EnemySubmarineInfo = enemySubmarineInfo;
}
/// <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, Option<SubmarineInfo> enemySub, CampaignDataPath dataPath, GameModePreset gameModePreset, CampaignSettings settings, string? seed = null, IEnumerable<Identifier>? missionTypes = null)
: this(submarineInfo)
{
DataPath = dataPath;
CrewManager = new CrewManager(gameModePreset.IsSinglePlayer);
GameMode = InstantiateGameMode(gameModePreset, seed, submarineInfo, settings, missionTypes: missionTypes);
EnemySubmarineInfo = enemySub.TryUnwrap(out var enemySubmarine) ? enemySubmarine : submarineInfo;
InitOwnedSubs(submarineInfo);
}
/// <summary>
/// Start a new GameSession with a specific pre-selected mission.
/// </summary>
public GameSession(SubmarineInfo submarineInfo, Option<SubmarineInfo> enemySub, 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);
EnemySubmarineInfo = enemySub.TryUnwrap(out var enemySubmarine) ? enemySubmarine : submarineInfo;
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, CampaignDataPath campaignData) : this(submarineInfo)
{
DataPath = campaignData;
GameMain.GameSession = this;
XElement rootElement = doc.Root ?? throw new NullReferenceException("Game session XML element is invalid: document is null.");
LastSaveVersion = doc.Root.GetAttributeVersion("version", GameMain.Version);
foreach (var subElement in rootElement.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "gamemode": //legacy support
case "singleplayercampaign":
#if CLIENT
CrewManager = new CrewManager(true);
var campaign = SinglePlayerCampaign.Load(subElement);
campaign.LoadNewLevel();
GameMode = campaign;
InitOwnedSubs(submarineInfo, ownedSubmarines);
#else
throw new Exception("The server cannot load a single player campaign.");
#endif
break;
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(campaignData, isSavingOnLoading: true);
}
break;
case "permadeaths":
permadeathsPerAccount = new Dictionary<Option<AccountId>, int>();
foreach (XElement accountElement in subElement.Elements("account"))
{
if (accountElement.Attribute("id") is XAttribute accountIdAttr &&
accountElement.Attribute("permadeathcount") is XAttribute permadeathCountAttr)
{
try
{
permadeathsPerAccount[AccountId.Parse(accountIdAttr.Value)] = int.Parse(permadeathCountAttr.Value);
}
catch (Exception e)
{
DebugConsole.AddWarning($"Exception while trying to load permadeath counts!\n{e}\n id: {accountIdAttr}\n permadeathcount: {permadeathCountAttr}");
}
}
}
break;
//NOTE: if you're adding something that's supposed to load something that's persistent in a campaign,
//this is probably not the correct place! This is where the GameSession itself is initialized,
//and if you let's say quit to the server lobby and reload, this method won't be called again.
//You should probably add it to CampaignMode.LoadSaveSharedSingleAndMultiplayer
}
}
}
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, IEnumerable<Identifier>? missionTypes = null)
{
if (gameModePreset.GameModeType == typeof(CoOpMode))
{
return missionPrefabs != null ?
new CoOpMode(gameModePreset, missionPrefabs) :
new CoOpMode(gameModePreset, missionTypes, seed ?? ToolBox.RandomSeed(8));
}
else if (gameModePreset.GameModeType == typeof(PvPMode))
{
return missionPrefabs != null ?
new PvPMode(gameModePreset, missionPrefabs) :
new PvPMode(gameModePreset, missionTypes, 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);
#if SERVER
if (GameMain.Server?.ServerSettings?.NewCampaignDefaultSalary is { } salary)
{
campaign.Bank.SetRewardDistribution((int)Math.Round(salary, digits: 0));
}
#endif
}
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), zone: null, biomeId: null, rand, requireOutpost: true, forceLocationType);
}
return dummyLocations;
}
public static bool ShouldApplyDisembarkPoints(GameModePreset? preset)
{
if (preset is null) { return true; } // sure I guess?
return preset == GameModePreset.Sandbox ||
preset == GameModePreset.Mission ||
preset == GameModePreset.PvP;
}
public void LoadPreviousSave()
{
AchievementManager.OnRoundEnded(this, roundInterrupted: true);
Submarine.Unload();
SaveUtil.LoadGame(DataPath);
}
/// <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 bool TryPurchaseSubmarine(SubmarineInfo newSubmarine, Client? client = null)
{
if (Campaign is null) { return false; }
int price = newSubmarine.GetPrice();
if ((GameMain.NetworkMember is null || GameMain.NetworkMember is { IsServer: true }) && !Campaign.TryPurchase(client, price)) { return false; }
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
}
return true;
}
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, Identifier forceBiome = default)
{
if (GameMode == null) { return; }
LevelData? randomLevel = null;
bool pvpOnly = GameMode is PvPMode;
foreach (Mission mission in Missions.Union(GameMode.Missions))
{
MissionPrefab missionPrefab = mission.Prefab;
if (missionPrefab != null &&
missionPrefab.AllowedLocationTypes.Any() &&
!missionPrefab.AllowedConnectionTypes.Any())
{
Random rand = new MTRandom(ToolBox.StringToInt(levelSeed));
LocationType locationType = LocationType.Prefabs
.OrderBy(lt => lt.UintIdentifier)
.Where(lt => missionPrefab.AllowedLocationTypes.Any(m => m == lt.Identifier))
.GetRandom(rand)!;
dummyLocations = CreateDummyLocations(levelSeed, locationType);
if (!tryCreateFaction(mission.Prefab.RequiredLocationFaction, dummyLocations, static (loc, fac) => loc.Faction = fac))
{
tryCreateFaction(locationType.Faction, dummyLocations, static (loc, fac) => loc.Faction = fac);
tryCreateFaction(locationType.SecondaryFaction, dummyLocations, static (loc, fac) => loc.SecondaryFaction = fac);
}
static bool tryCreateFaction(Identifier factionIdentifier, Location[] locations, Action<Location, Faction> setter)
{
if (factionIdentifier.IsEmpty) { return false; }
if (!FactionPrefab.Prefabs.TryGet(factionIdentifier, out var prefab)) { return false; }
if (locations.Length == 0) { return false; }
var newFaction = new Faction(metadata: null, prefab);
for (int i = 0; i < locations.Length; i++)
{
setter(locations[i], newFaction);
}
return true;
}
randomLevel = LevelData.CreateRandom(levelSeed, difficulty, levelGenerationParams, requireOutpost: true, biomeId: forceBiome, pvpOnly: pvpOnly);
break;
}
}
randomLevel ??= LevelData.CreateRandom(levelSeed, difficulty, levelGenerationParams, biomeId: forceBiome, pvpOnly: pvpOnly);
StartRound(randomLevel);
}
private bool TryGenerateStationAroundModule(SubmarineInfo? moduleInfo, out Submarine? outpostSub)
{
outpostSub = null;
if (moduleInfo == null) { return false; }
var allSuitableOutpostParams = OutpostGenerationParams.OutpostParams
.Where(outpostParam => IsOutpostParamsSuitable(outpostParam));
// allow for fallback when there are no options with allowed location types defined
var suitableOutpostParams =
allSuitableOutpostParams.Where(p => p.AllowedLocationTypes.Any()).GetRandomUnsynced() ??
allSuitableOutpostParams.GetRandomUnsynced();
bool IsOutpostParamsSuitable(OutpostGenerationParams outpostParams)
{
bool moduleWorksWithOutpostParams = outpostParams.ModuleCounts.Any(moduleCount => moduleInfo.OutpostModuleInfo.ModuleFlags.Contains(moduleCount.Identifier));
if (!moduleWorksWithOutpostParams) { return false; }
// is there a location that these outpostParams are suitable for, and which this module is suitable for
return LocationType.Prefabs.Any(locationType => IsSuitableLocationType(moduleInfo.OutpostModuleInfo.AllowedLocationTypes, locationType.Identifier)
&& IsSuitableLocationType(outpostParams.AllowedLocationTypes, locationType.Identifier));
bool IsSuitableLocationType(IEnumerable<Identifier> allowedLocationTypes, Identifier locationType)
{
return allowedLocationTypes.None() || allowedLocationTypes.Contains("Any".ToIdentifier()) || allowedLocationTypes.Contains(locationType);
}
}
if (suitableOutpostParams == null)
{
DebugConsole.AddWarning("No suitable generation parameters found for ForceOutpostModule, skipping outpost generation!");
return false;
}
var suitableLocationType = LocationType.Prefabs.Where(locationType =>
suitableOutpostParams.AllowedLocationTypes.Contains(locationType.Identifier)).GetRandomUnsynced();
if (suitableLocationType == null)
{
DebugConsole.AddWarning("No suitable location type found for ForceOutpostModule, skipping outpost generation!");
return false;
}
// try to find a required faction id matching our module
var requiredFactionModuleCount = suitableOutpostParams.ModuleCounts.FirstOrDefault(mc => !mc.RequiredFaction.IsEmpty && moduleInfo.OutpostModuleInfo.ModuleFlags.Contains(mc.Identifier));
Identifier requiredFactionId = requiredFactionModuleCount?.RequiredFaction ?? Identifier.Empty;
if (requiredFactionId.IsEmpty)
{
// no matching faction requirements, generate normally from location type
outpostSub = OutpostGenerator.Generate(suitableOutpostParams, suitableLocationType);
return outpostSub != null;
}
// if there is a faction requirement for the module, create a dummy location and augment its factions to match
var dummyLocations = CreateDummyLocations("1337", suitableLocationType);
var dummyLocation = dummyLocations[0];
if (FactionPrefab.Prefabs.TryGet(requiredFactionId, out FactionPrefab? factionPrefab))
{
if (factionPrefab.ControlledOutpostPercentage > factionPrefab.SecondaryControlledOutpostPercentage)
{
dummyLocation.Faction = new Faction(null, factionPrefab);
}
else
{
dummyLocation.SecondaryFaction = new Faction(null, factionPrefab);
}
outpostSub = OutpostGenerator.Generate(suitableOutpostParams, dummyLocation);
return outpostSub != null;
}
return false;
}
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.LoadAllEffectsAndTreatmentSuitabilities();
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();
bool loadSubmarine = GameMode!.Missions.None(m => !m.Prefab.LoadSubmarines);
// attempt to generate an outpost for the main sub, with the forced module inside it
if (loadSubmarine)
{
if (TryGenerateStationAroundModule(ForceOutpostModule, out Submarine? outpostSub))
{
Submarine = Submarine.MainSub = outpostSub ?? new Submarine(SubmarineInfo);
}
else
{
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;
}
}
}
}
else
{
Submarine = Submarine.MainSub = null;
}
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 && loadSubmarine)
{
var enemySubmarineInfo = GameMode is PvPMode ? EnemySubmarineInfo : GameMode.Missions.FirstOrDefault(m => m.EnemySubmarineInfo != null)?.EnemySubmarineInfo;
if (enemySubmarineInfo != null)
{
Submarine.MainSubs[1] = new Submarine(enemySubmarineInfo);
}
}
if (GameMain.NetworkMember?.ServerSettings is { LockAllDefaultWires: true } &&
Submarine.MainSubs[0] != null)
{
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)
{
if (item.GetComponent<CircuitBox>() is { } cb)
{
cb.TemporarilyLocked = true;
}
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();
#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
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.DisplayName), 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.DisplayName), Color.CadetBlue, playSound: false);
}
}
ReadyCheck.ReadyCheckCooldown = DateTime.MinValue;
GUI.PreventPauseMenuToggle = false;
HintManager.OnRoundStarted();
EnableEventLogNotificationIcon(enabled: false);
LogStartRoundStats();
#endif
var campaignMode = GameMode as CampaignMode;
if (campaignMode is { ItemsRelocatedToMainSub: true })
{
#if SERVER
GameMain.Server.SendChatMessage(TextManager.Get("itemrelocated").Value, ChatMessageType.ServerMessageBoxInGame);
#else
if (campaignMode.IsSinglePlayer)
{
new GUIMessageBox(string.Empty, TextManager.Get("itemrelocated"));
}
#endif
campaignMode.ItemsRelocatedToMainSub = false;
}
EventManager?.EventLog?.Clear();
if (campaignMode is { DivingSuitWarningShown: false } &&
Level.Loaded != null && Level.Loaded.GetRealWorldDepth(0) > 4000)
{
#if CLIENT
CoroutineManager.Invoke(() => new GUIMessageBox(TextManager.Get("warning"), TextManager.Get("hint.upgradedivingsuits")), delay: 5.0f);
#endif
campaignMode.DivingSuitWarningShown = true;
}
}
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();
bool forceDocking = false;
#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; }
forceDocking = GameMode is TutorialMode;
#endif
LevelData = level?.LevelData;
Level = level;
PlaceSubAtInitialPosition(Submarine, Level, placeAtStart: true, forceDocking: forceDocking);
foreach (var sub in Submarine.Loaded)
{
// TODO: Currently there's no need to check these on ruins, but that might change -> Could maybe just check if the body is static?
if (sub.Info.IsOutpost || sub.Info.IsBeacon || sub.Info.IsWreck)
{
sub.DisableObstructedWayPoints();
}
}
Entity.Spawner = new EntitySpawner();
if (GameMode != 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);
AchievementManager.OnStartRound(Level?.LevelData.Biome);
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)
{
if (GameMain.GameSession.Missions.None(m => !m.Prefab.AllowOutpostNPCs))
{
Level.SpawnNPCs();
}
Level.SpawnCorpses();
Level.PrepareBeaconStation();
}
else
{
// Spawn npcs in the sub editor test mode.
foreach (Submarine sub in Submarine.Loaded)
{
if (sub?.Info?.OutpostGenerationParams != null)
{
OutpostGenerator.SpawnNPCs(StartLocation, sub);
}
}
}
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 ?? Submarine.Loaded.First().WorldPosition;
RoundDuration = 0.0f;
GameMain.ResetFrameTime();
IsRunning = true;
}
public static void PlaceSubAtInitialPosition(Submarine? sub, Level? level, bool placeAtStart = true, bool forceDocking = false)
{
if (level == null || sub == null)
{
sub?.SetPosition(Vector2.Zero);
return;
}
Submarine outpost = placeAtStart ? level.StartOutpost : level.EndOutpost;
var originalSubPos = sub.WorldPosition;
var spawnPoint = WayPoint.WayPointList.Find(wp => wp.SpawnType.HasFlag(SpawnType.Submarine) && wp.Submarine == outpost);
if (spawnPoint != null)
{
//pre-determined spawnpoint, just use it directly
sub.SetPosition(spawnPoint.WorldPosition);
sub.NeutralizeBallast();
sub.EnableMaintainPosition();
}
else if (outpost != null)
{
//start by placing the sub below the outpost
Rectangle outpostBorders = outpost.GetDockedBorders();
Rectangle subBorders = sub.GetDockedBorders();
sub.SetPosition(
outpost.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 == outpost)
{
if (port.DockingTarget == null || (outPostPort != null && !outPostPort.MainDockingPort && port.MainDockingPort))
{
outPostPort = port;
}
continue;
}
if (port.Item.Submarine != sub) { continue; }
//the submarine port has to be at the top of the sub
if (port.Item.WorldPosition.Y < sub.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 - sub.WorldPosition;
Vector2 spawnPos = (outPostPort.Item.WorldPosition - portDiff) - Vector2.UnitY * outPostPort.DockedDistance;
bool startDocked = level.Type == LevelData.LevelType.Outpost || forceDocking;
if (startDocked)
{
sub.SetPosition(spawnPos);
myPort.Dock(outPostPort);
myPort.Lock(isNetworkMessage: true, applyEffects: false);
foreach (var item in sub.GetItems(alsoFromConnectedSubs: true))
{
//need to refresh position to maintain since the sub was moved to the docking port
if (item.GetComponent<Steering>() is { MaintainPos: true } steering)
{
steering.RefreshPosToMaintain();
}
}
}
else
{
sub.SetPosition(spawnPos - Vector2.UnitY * 100.0f);
sub.NeutralizeBallast();
sub.EnableMaintainPosition();
}
}
else
{
sub.NeutralizeBallast();
sub.EnableMaintainPosition();
}
}
else
{
sub.SetPosition(sub.FindSpawnPos(placeAtStart ? level.StartPosition : level.EndPosition));
sub.NeutralizeBallast();
sub.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 != sub) { continue; }
if (!ls.LoadSub || ls.Sub.DockedTo.Contains(sub)) { continue; }
if (sub.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.GetCharacterInfos()
//filter out players in case a player has been given control of a bot using console commands
.Where(characterInfo => GameMain.Server.ConnectedClients.None(c => c.CharacterInfo == characterInfo))
.Select(characterInfo => characterInfo.Character)
.NotNull();
#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();
}
#if SERVER
private double LastEndRoundErrorMessageTime;
#endif
public void EndRound(string endMessage, CampaignMode.TransitionType transitionType = CampaignMode.TransitionType.None, TraitorManager.TraitorResults? traitorResults = null, bool createRoundSummary = true)
{
RoundEnding = true;
//Clear the grids to allow for garbage collection
Powered.Grids.Clear();
Powered.ChangedConnections.Clear();
try
{
EventManager?.TriggerOnEndRoundActions();
ImmutableHashSet<Character> crewCharacters = GetSessionCrewCharacters(CharacterType.Both);
int prevMoney = GetAmountOfMoney(crewCharacters);
EndMissions();
foreach (Character character in crewCharacters)
{
character.CheckTalents(AbilityEffectType.OnRoundEnd);
}
#if CLIENT
if (GUI.PauseMenuOpen)
{
GUI.TogglePauseMenu();
}
if (IsTabMenuOpen)
{
ToggleTabMenu();
}
DeathPrompt?.Close();
DeathPrompt.CloseBotPanel();
GUI.PreventPauseMenuToggle = true;
if (createRoundSummary &&
GameMode is not 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, transitionType, traitorResults);
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
AchievementManager.OnRoundEnded(this);
#if SERVER
GameMain.Server?.TraitorManager?.EndRound();
#endif
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 != null &&
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, traitorResults);
if (GameMode is CampaignMode campaignMode)
{
GameAnalyticsManager.AddDesignEvent(eventId + "MoneyEarned", GetAmountOfMoney(crewCharacters) - prevMoney);
campaignMode.TotalPlayTime += RoundDuration;
}
#if CLIENT
HintManager.OnRoundEnded();
#endif
missions.Clear();
}
catch (Exception e)
{
string errorMsg = "Unknown error while ending the round.";
DebugConsole.ThrowError(errorMsg, e);
GameAnalyticsManager.AddErrorEventOnce("GameSession.EndRound:UnknownError", GameAnalyticsManager.ErrorSeverity.Error, errorMsg + "\n" + e.StackTrace);
#if SERVER
if (Timing.TotalTime > LastEndRoundErrorMessageTime + 1.0)
{
GameMain.Server?.SendChatMessage(errorMsg + "\n" + e.StackTrace, Networking.ChatMessageType.Error);
LastEndRoundErrorMessageTime = Timing.TotalTime;
}
#endif
}
finally
{
RoundEnding = false;
}
int GetAmountOfMoney(IEnumerable<Character> crew)
{
if (GameMode is not CampaignMode campaign) { return 0; }
return GameMain.NetworkMember switch
{
null => campaign.Bank.Balance,
_ => crew.Sum(c => c.Wallet.Balance) + campaign.Bank.Balance
};
}
}
public void EndMissions()
{
ImmutableHashSet<Character> crewCharacters = GetSessionCrewCharacters(CharacterType.Both);
foreach (Mission mission in missions)
{
mission.End();
}
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);
}
}
}
}
public static PerkCollection GetPerks()
{
if (GameMain.NetworkMember?.ServerSettings is not { } serverSettings)
{
return PerkCollection.Empty;
}
var team1Builder = ImmutableArray.CreateBuilder<DisembarkPerkPrefab>();
var team2Builder = ImmutableArray.CreateBuilder<DisembarkPerkPrefab>();
foreach (Identifier coalitionPerk in serverSettings.SelectedCoalitionPerks)
{
if (!DisembarkPerkPrefab.Prefabs.TryGet(coalitionPerk, out DisembarkPerkPrefab? disembarkPerk)) { continue; }
team1Builder.Add(disembarkPerk);
}
foreach (Identifier separatistsPerk in serverSettings.SelectedSeparatistsPerks)
{
if (!DisembarkPerkPrefab.Prefabs.TryGet(separatistsPerk, out DisembarkPerkPrefab? disembarkPerk)) { continue; }
team2Builder.Add(disembarkPerk);
}
return new PerkCollection(team1Builder.ToImmutable(), team2Builder.ToImmutable());
}
public static bool ValidatedDisembarkPoints(GameModePreset preset, IEnumerable<Identifier> missionTypes)
{
if (GameMain.NetworkMember?.ServerSettings is not { } settings) { return false; }
bool checkBothTeams = preset == GameModePreset.PvP;
PerkCollection perks = GetPerks();
int team1TotalCost = GetTotalCost(perks.Team1Perks);
if (team1TotalCost > settings.DisembarkPointAllowance)
{
return false;
}
if (checkBothTeams)
{
int team2TotalCost = GetTotalCost(perks.Team2Perks);
if (team2TotalCost > settings.DisembarkPointAllowance)
{
return false;
}
}
return true;
int GetTotalCost(ImmutableArray<DisembarkPerkPrefab> perksToCheck)
{
if (preset == GameModePreset.Mission || preset == GameModePreset.PvP)
{
if (ShouldIgnorePerksThatCanNotApplyWithoutSubmarine(preset, missionTypes))
{
perksToCheck = perksToCheck.Where(static p => p.PerkBehaviors.All(static b => b.CanApplyWithoutSubmarine())).ToImmutableArray();
}
}
return perksToCheck.Sum(static p => p.Cost);
}
}
public static bool ShouldIgnorePerksThatCanNotApplyWithoutSubmarine(GameModePreset preset, IEnumerable<Identifier> missionTypes)
{
if (preset == GameModePreset.Mission || preset == GameModePreset.PvP)
{
var missionTypesToCheck = MissionMode.ValidateMissionTypes(missionTypes, preset == GameModePreset.PvP ? MissionPrefab.PvPMissionClasses : MissionPrefab.CoOpMissionClasses);
foreach (var missionType in missionTypesToCheck)
{
foreach (var missionPrefab in MissionPrefab.Prefabs.Where(mp => mp.Type == missionType))
{
if (missionPrefab.LoadSubmarines)
{
return false;
}
}
}
}
return true;
}
private void LogStartRoundStats()
{
#if !UNSTABLE
if (!GameAnalyticsManager.ShouldLogRandomSample())
{
return;
}
#endif
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?.GetCharacterInfos()?.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
var campaignMode = GameMode as CampaignMode;
if (campaignMode != null)
{
GameAnalyticsManager.AddDesignEvent("CampaignSettings:RadiationEnabled:" + campaignMode.Settings.RadiationEnabled);
GameAnalyticsManager.AddDesignEvent("CampaignSettings:WorldHostility:" + campaignMode.Settings.WorldHostility);
GameAnalyticsManager.AddDesignEvent("CampaignSettings:ShowHuskWarning:" + campaignMode.Settings.ShowHuskWarning);
GameAnalyticsManager.AddDesignEvent("CampaignSettings:StartItemSet:" + campaignMode.Settings.StartItemSet);
GameAnalyticsManager.AddDesignEvent("CampaignSettings:MaxMissionCount:" + campaignMode.Settings.MaxMissionCount);
//log the multipliers as integers to reduce the number of distinct values
GameAnalyticsManager.AddDesignEvent("CampaignSettings:RepairFailMultiplier:" + (int)(campaignMode.Settings.RepairFailMultiplier * 100));
GameAnalyticsManager.AddDesignEvent("CampaignSettings:FuelMultiplier:" + (int)(campaignMode.Settings.FuelMultiplier * 100));
GameAnalyticsManager.AddDesignEvent("CampaignSettings:MissionRewardMultiplier:" + (int)(campaignMode.Settings.MissionRewardMultiplier * 100));
GameAnalyticsManager.AddDesignEvent("CampaignSettings:CrewVitalityMultiplier:" + (int)(campaignMode.Settings.CrewVitalityMultiplier * 100));
GameAnalyticsManager.AddDesignEvent("CampaignSettings:NonCrewVitalityMultiplier:" + (int)(campaignMode.Settings.NonCrewVitalityMultiplier * 100));
GameAnalyticsManager.AddDesignEvent("CampaignSettings:OxygenMultiplier:" + (int)(campaignMode.Settings.OxygenMultiplier * 100));
GameAnalyticsManager.AddDesignEvent("CampaignSettings:RepairFailMultiplier:" + (int)(campaignMode.Settings.RepairFailMultiplier * 100));
GameAnalyticsManager.AddDesignEvent("CampaignSettings:ShipyardPriceMultiplier:" + (int)(campaignMode.Settings.ShipyardPriceMultiplier * 100));
GameAnalyticsManager.AddDesignEvent("CampaignSettings:ShopPriceMultiplier:" + (int)(campaignMode.Settings.ShopPriceMultiplier * 100));
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 (GameMain.NetworkMember?.ServerSettings is { } serverSettings)
{
GameAnalyticsManager.AddDesignEvent("ServerSettings:RespawnMode:" + serverSettings.RespawnMode);
GameAnalyticsManager.AddDesignEvent("ServerSettings:IronmanMode:" + serverSettings.IronmanModeActive);
GameAnalyticsManager.AddDesignEvent("ServerSettings:AllowBotTakeoverOnPermadeath:" + serverSettings.AllowBotTakeoverOnPermadeath);
}
}
}
public void LogEndRoundStats(string eventId, TraitorManager.TraitorResults? traitorResults = null)
{
#if !UNSTABLE
//only collect the stats from a random sample of round ends
if (!GameAnalyticsManager.ShouldLogRandomSample())
{
return;
}
#endif
if (Submarine.MainSub?.Info?.IsVanillaSubmarine() ?? false)
{
//don't log modded subs, that's a ton of extra data to collect
GameAnalyticsManager.AddDesignEvent(eventId + "Submarine:" + (Submarine.MainSub?.Info?.Name ?? "none"), RoundDuration);
}
GameAnalyticsManager.AddDesignEvent(eventId + "GameMode:" + (GameMode?.Name.Value ?? "none"), RoundDuration);
GameAnalyticsManager.AddDesignEvent(eventId + "CrewSize:" + (CrewManager?.GetCharacterInfos()?.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 (!ContentPackageManager.ModsEnabled)
{
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);
}
//disabled for now, we're collecting too many events and this is information we don't need atm
/*if (Submarine.MainSub != null)
{
Dictionary<ItemPrefab, int> submarineInventory = new Dictionary<ItemPrefab, int>();
foreach (Item item in Item.ItemList)
{
var rootContainer = item.RootContainer ?? 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);
}
}*/
}
if (traitorResults.HasValue)
{
GameAnalyticsManager.AddDesignEvent($"TraitorEvent:{traitorResults.Value.TraitorEventIdentifier}:{traitorResults.Value.ObjectiveSuccessful}");
GameAnalyticsManager.AddDesignEvent($"TraitorEvent:{traitorResults.Value.TraitorEventIdentifier}:{(traitorResults.Value.VotedCorrectTraitor ? "TraitorIdentifier" : "TraitorUnidentified")}");
}
//disabled to reduce the amount of data we collect through GA
/*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);
}
}
//disabled to reduce the amount of data we collect through GA
//GameAnalyticsManager.AddDesignEvent(eventId + "TimeSpentCleaning", TimeSpentCleaning);
//GameAnalyticsManager.AddDesignEvent(eventId + "TimeSpentPainting", TimeSpentPainting);
TimeSpentCleaning = TimeSpentPainting = 0.0;
#endif
}
public void KillCharacter(Character character)
{
if (CrewManager != null &&
CrewManager.GetCharacterInfos().Contains(character.Info))
{
casualties.Add(character);
}
#if CLIENT
CrewManager?.KillCharacter(character);
#endif
}
public void ReviveCharacter(Character character)
{
casualties.Remove(character);
#if CLIENT
CrewManager?.ReviveCharacter(character);
#endif
}
public void UnlockRecipe(CharacterTeamType team, Identifier identifier, bool showNotifications)
{
if (unlockedRecipes.Add((team, identifier)))
{
#if CLIENT
if (showNotifications)
{
foreach (var character in GetSessionCrewCharacters(CharacterType.Both))
{
if (character.TeamID != team) { continue; }
LocalizedString recipeName = TextManager.Get($"entityname.{identifier}").Fallback(identifier.Value);
character.AddMessage(TextManager.GetWithVariable("recipeunlockednotification", "[name]", recipeName).Value, GUIStyle.Yellow, playSound: true);
}
}
#else
GameMain.Server.UnlockRecipe(team, identifier);
#endif
}
}
public bool HasUnlockedRecipe(Character character, Identifier itemIdentifier)
{
if (character == null) { return false; }
return unlockedRecipes.Contains((character.TeamID, itemIdentifier));
}
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, bool isSavingOnLoading)
{
if (GameMode is not CampaignMode campaign)
{
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("currentlocation", Map?.CurrentLocation?.NameIdentifier.Value ?? string.Empty));
rootElement.Add(new XAttribute("currentlocationnameformatindex", Map?.CurrentLocation?.NameFormatIndex ?? -1));
rootElement.Add(new XAttribute("locationtype", Map?.CurrentLocation?.Type?.Identifier ?? Identifier.Empty));
rootElement.Add(new XAttribute("nextleveltype", campaign.NextLevel?.Type ?? LevelData?.Type ?? LevelData.LevelType.Outpost));
rootElement.Add(new XAttribute("ismultiplayer", campaign is MultiPlayerCampaign));
LastSaveVersion = GameMain.Version;
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("|", @"\|")))));
XElement permadeathsElement = new XElement("permadeaths");
foreach (var kvp in permadeathsPerAccount)
{
if (kvp.Key.TryUnwrap(out AccountId? accountId))
{
permadeathsElement.Add(
new XElement("account",
new XAttribute("id", accountId.StringRepresentation),
new XAttribute("permadeathcount", kvp.Value)));
}
}
rootElement.Add(permadeathsElement);
rootElement.Add(new XAttribute("respawnmode", GameMain.NetworkMember?.ServerSettings?.RespawnMode ?? RespawnMode.None));
((CampaignMode)GameMode).Save(doc.Root, isSavingOnLoading);
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;
}
}
}*/
}
}