Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/GameSession/GameSession.cs
2018-07-20 14:17:59 +03:00

346 lines
11 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Xml.Linq;
namespace Barotrauma
{
partial class GameSession
{
public enum InfoFrameTab { Crew, Mission, ManagePlayers };
public readonly EventManager EventManager;
public GameMode GameMode;
//two locations used as the start and end in the MP mode
private Location[] dummyLocations;
private string savePath;
private Submarine submarine;
#if CLIENT
public CrewManager CrewManager;
#endif
private Mission currentMission;
public Mission Mission
{
get
{
return currentMission;
}
}
private Level level;
public Level Level
{
get { return level; }
}
public Map Map
{
get
{
CampaignMode mode = (GameMode as CampaignMode);
return (mode == null) ? null : mode.Map;
}
}
public Location StartLocation
{
get
{
if (Map != null) return Map.CurrentLocation;
if (dummyLocations == null)
{
CreateDummyLocations();
}
return dummyLocations[0];
}
}
public Location EndLocation
{
get
{
if (Map != null) return Map.SelectedLocation;
if (dummyLocations == null)
{
CreateDummyLocations();
}
return dummyLocations[1];
}
}
public Submarine Submarine
{
get { return submarine; }
set { submarine = value; }
}
public string SavePath
{
get { return savePath; }
set { savePath = value; }
}
public GameSession(Submarine submarine, string savePath, GameModePreset gameModePreset, string missionType = "")
: this(submarine, savePath)
{
GameMode = gameModePreset.Instantiate(missionType);
}
public GameSession(Submarine submarine, string savePath, GameModePreset gameModePreset, MissionPrefab missionPrefab)
: this(submarine, savePath)
{
GameMode = gameModePreset.Instantiate(missionPrefab);
}
private GameSession(Submarine submarine, string savePath)
{
Submarine.MainSub = submarine;
this.submarine = submarine;
GameMain.GameSession = this;
EventManager = new EventManager(this);
this.savePath = savePath;
#if CLIENT
CrewManager = new CrewManager();
infoButton = new GUIButton(new Rectangle(10, 10, 100, 20), "Info", "", null);
infoButton.OnClicked = ToggleInfoFrame;
#endif
}
public GameSession(Submarine selectedSub, string saveFile, XDocument doc)
: this(selectedSub, saveFile)
{
Submarine.MainSub = submarine;
GameMain.GameSession = this;
selectedSub.Name = doc.Root.GetAttributeString("submarine", selectedSub.Name);
#if CLIENT
CrewManager = new CrewManager();
#endif
foreach (XElement subElement in doc.Root.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
#if CLIENT
case "gamemode": //legacy support
case "singleplayercampaign":
GameMode = SinglePlayerCampaign.Load(subElement);
break;
#endif
case "multiplayercampaign":
GameMode = MultiPlayerCampaign.LoadNew(subElement);
break;
}
}
}
private void CreateDummyLocations()
{
dummyLocations = new Location[2];
string seed = "";
if (GameMain.GameSession != null && GameMain.GameSession.Level != null)
{
seed = GameMain.GameSession.Level.Seed;
}
else if (GameMain.NetLobbyScreen != null)
{
seed = GameMain.NetLobbyScreen.LevelSeed;
}
MTRandom rand = new MTRandom(ToolBox.StringToInt(seed));
for (int i = 0; i < 2; i++)
{
dummyLocations[i] = Location.CreateRandom(new Vector2((float)rand.NextDouble() * 10000.0f, (float)rand.NextDouble() * 10000.0f));
}
}
public void LoadPrevious()
{
Submarine.Unload();
SaveUtil.LoadGame(savePath);
}
public void StartRound(string levelSeed, bool loadSecondSub = false)
{
Level randomLevel = Level.CreateRandom(levelSeed);
StartRound(randomLevel, true, loadSecondSub);
}
public void StartRound(Level level, bool reloadSub = true, bool loadSecondSub = false)
{
#if CLIENT
GameMain.LightManager.LosEnabled = GameMain.NetworkMember == null || GameMain.NetworkMember.CharacterInfo != null;
#endif
this.level = level;
if (submarine == null)
{
DebugConsole.ThrowError("Couldn't start game session, submarine not selected");
return;
}
if (reloadSub || Submarine.MainSub != submarine) submarine.Load(true);
Submarine.MainSub = submarine;
if (loadSecondSub)
{
if (Submarine.MainSubs[1] == null)
{
Submarine.MainSubs[1] = new Submarine(Submarine.MainSub.FilePath,Submarine.MainSub.MD5Hash.Hash,true);
Submarine.MainSubs[1].Load(false);
}
else if (reloadSub)
{
Submarine.MainSubs[1].Load(false);
}
}
if (level != null)
{
level.Generate();
submarine.SetPosition(submarine.FindSpawnPos(level.StartPosition - new Vector2(0.0f, 2000.0f)));
}
Entity.Spawner = new EntitySpawner();
if (GameMode.Mission != null) currentMission = GameMode.Mission;
if (GameMode != null) GameMode.Start();
if (GameMode.Mission != null) Mission.Start(Level.Loaded);
EventManager.StartRound(level);
if (GameMode != null)
{
GameMode.MsgBox();
if (GameMode is MultiPlayerCampaign campaign && GameMain.Server != null)
{
campaign.CargoManager.CreateItems();
}
}
GameAnalyticsManager.AddDesignEvent("Submarine:" + submarine.Name);
GameAnalyticsManager.AddDesignEvent("Level", ToolBox.StringToInt(level.Seed));
GameAnalyticsManager.AddProgressionEvent(GameAnalyticsSDK.Net.EGAProgressionStatus.Start,
GameMode.Name, (Mission == null ? "None" : Mission.GetType().ToString()));
#if CLIENT
roundSummary = new RoundSummary(this);
GameMain.GameScreen.ColorFade(Color.Black, Color.TransparentBlack, 5.0f);
SoundPlayer.SwitchMusic();
#endif
}
public void EndRound(string endMessage)
{
if (Mission != null) Mission.End();
GameAnalyticsManager.AddProgressionEvent(
(Mission == null || Mission.Completed) ? GameAnalyticsSDK.Net.EGAProgressionStatus.Complete : GameAnalyticsSDK.Net.EGAProgressionStatus.Fail,
GameMode.Name,
(Mission == null ? "None" : Mission.GetType().ToString()));
#if CLIENT
if (roundSummary != null)
{
GUIFrame summaryFrame = roundSummary.CreateSummaryFrame(endMessage);
GUIMessageBox.MessageBoxes.Add(summaryFrame);
var okButton = new GUIButton(new Rectangle(0, 20, 100, 30), "Ok", Alignment.BottomRight, "", summaryFrame.children[0]);
okButton.OnClicked = (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(summaryFrame); return true; };
}
#endif
EventManager.EndRound();
currentMission = null;
StatusEffect.StopAll();
}
public void KillCharacter(Character character)
{
#if CLIENT
CrewManager.KillCharacter(character);
#endif
}
public void ReviveCharacter(Character character)
{
#if CLIENT
CrewManager.ReviveCharacter(character);
#endif
}
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"));
var now = DateTime.Now;
doc.Root.Add(new XAttribute("savetime", now.ToShortTimeString() + ", " + now.ToShortDateString()));
doc.Root.Add(new XAttribute("submarine", submarine == null ? "" : submarine.Name));
doc.Root.Add(new XAttribute("mapseed", Map.Seed));
((CampaignMode)GameMode).Save(doc.Root);
try
{
doc.Save(filePath);
}
catch
{
DebugConsole.ThrowError("Saving gamesession to \"" + filePath + "\" failed!");
}
}
public void Load(XElement saveElement)
{
foreach (XElement 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":
MultiPlayerCampaign mpCampaign = GameMode as MultiPlayerCampaign;
if (mpCampaign == null)
{
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;
}
}
}
}
}