Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/GameSession/UpgradeManager.cs
2020-07-30 13:00:09 +03:00

52 lines
2.0 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Linq;
using Barotrauma.Networking;
namespace Barotrauma
{
partial class UpgradeManager
{
partial void UpgradeNPCSpeak(string text, bool isSinglePlayer, Character? character)
{
if (Level.Loaded?.StartOutpost?.Info?.OutpostNPCs == null) { return; }
foreach (Character npc in Level.Loaded.StartOutpost.Info.OutpostNPCs.SelectMany(kpv => kpv.Value))
{
if (npc.CampaignInteractionType == CampaignMode.InteractionType.Upgrade)
{
npc.Speak(text, ChatMessageType.Default);
break;
}
}
}
/// <summary>
/// Sends a message to all clients telling them that all upgrades on the submarine were reset.
/// </summary>
/// <remarks>
/// <param name="newUpgrades"/> is supposed to have a list of reloaded metadata but seeing as
/// this method is currently only used when switching submarines and that disables the repair NPC
/// until the next round so currently there's no need for it as we get the new values from the save
/// file anyways.
/// </remarks>
/// <see cref="UpgradeManager.ClientRead"/>
private void SendUpgradeResetMessage(Dictionary<string, int> newUpgrades)
{
foreach (Client c in GameMain.Server.ConnectedClients)
{
IWriteMessage outmsg = new WriteOnlyMessage();
outmsg.Write((byte)ServerPacketHeader.RESET_UPGRADES);
outmsg.Write(true);
outmsg.Write(Campaign.Money);
// outmsg.Write((uint)newUpgrades.Count);
// foreach (var (key, value) in newUpgrades)
// {
// outmsg.Write(key);
// outmsg.Write((byte)value);
// }
GameMain.Server?.ServerPeer?.Send(outmsg, c.Connection, DeliveryMethod.Reliable);
}
}
}
}