Example #1
0
        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;
                }
            }
        }
Example #2
0
        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;
                }
            }
        }
Example #3
0
        public static MultiplayerCampaign LoadNew(XElement element)
        {
            MultiplayerCampaign campaign = new MultiplayerCampaign(GameModePreset.list.Find(gm => gm.Name == "Campaign"), null);

            campaign.Load(element);
            campaign.SetDelegates();

            return(campaign);
        }
Example #4
0
        public static void ClientRead(NetBuffer msg)
        {
            //static because we may need to instantiate the campaign if it hasn't been done yet

            UInt16 updateID         = msg.ReadUInt16();
            UInt16 saveID           = msg.ReadUInt16();
            string mapSeed          = msg.ReadString();
            UInt16 currentLocIndex  = msg.ReadUInt16();
            UInt16 selectedLocIndex = msg.ReadUInt16();

            int money = msg.ReadInt32();

            UInt16            purchasedItemCount = msg.ReadUInt16();
            List <ItemPrefab> purchasedItems     = new List <ItemPrefab>();

            for (int i = 0; i < purchasedItemCount; i++)
            {
                UInt16 itemPrefabIndex = msg.ReadUInt16();
                purchasedItems.Add(MapEntityPrefab.list[itemPrefabIndex] as ItemPrefab);
            }

            MultiplayerCampaign campaign = GameMain.GameSession?.GameMode as MultiplayerCampaign;

            if (campaign == null || mapSeed != campaign.Map.Seed)
            {
                string savePath = SaveUtil.CreateSavePath(SaveUtil.SaveType.Multiplayer);

                GameMain.GameSession = new GameSession(null, savePath, GameModePreset.list.Find(g => g.Name == "Campaign"));

                campaign = ((MultiplayerCampaign)GameMain.GameSession.GameMode);
                campaign.GenerateMap(mapSeed);
            }

            GameMain.NetLobbyScreen.ToggleCampaignMode(true);
            if (NetIdUtils.IdMoreRecent(campaign.lastUpdateID, updateID))
            {
                return;
            }

            //server has a newer save file
            if (NetIdUtils.IdMoreRecent(saveID, campaign.PendingSaveID))
            {
                //stop any active campaign save transfers, they're outdated now
                List <FileReceiver.FileTransferIn> saveTransfers =
                    GameMain.Client.FileReceiver.ActiveTransfers.FindAll(t => t.FileType == FileTransferType.CampaignSave);

                foreach (var transfer in saveTransfers)
                {
                    GameMain.Client.FileReceiver.StopTransfer(transfer);
                }

                GameMain.Client.RequestFile(FileTransferType.CampaignSave, null, null);
                campaign.PendingSaveID = saveID;
            }
            //we've got the latest save file
            else if (!NetIdUtils.IdMoreRecent(saveID, campaign.lastSaveID))
            {
                campaign.Map.SetLocation(currentLocIndex == UInt16.MaxValue ? -1 : currentLocIndex);
                campaign.Map.SelectLocation(selectedLocIndex == UInt16.MaxValue ? -1 : selectedLocIndex);

                campaign.Money = money;
                campaign.CargoManager.SetPurchasedItems(purchasedItems);

                campaign.lastUpdateID = updateID;
            }
        }
Example #5
0
        private static void InitProjectSpecific()
        {
            commands.Add(new Command("restart|reset", "restart/reset: Close and restart the server.", (string[] args) =>
            {
                NewMessage("*****************", Color.Lime);
                NewMessage("RESTARTING SERVER", Color.Lime);
                NewMessage("*****************", Color.Lime);
                GameMain.Instance.CloseServer();
                GameMain.Instance.StartServer();
            }));

            commands.Add(new Command("exit|quit|close", "exit/quit/close: Exit the application.", (string[] args) =>
            {
                GameMain.ShouldRun = false;
            }));

            commands.Add(new Command("say", "say [message]: Send a chat message that displays \"HOST\" as the sender.", (string[] args) =>
            {
                string text = string.Join(" ", args);
                text        = "HOST: " + text;
                GameMain.Server.SendChatMessage(text, ChatMessageType.Server);
            }));

            commands.Add(new Command("msg", "msg [message]: Send a chat message with no sender specified.", (string[] args) =>
            {
                string text = string.Join(" ", args);
                GameMain.Server.SendChatMessage(text, ChatMessageType.Server);
            }));

            commands.Add(new Command("servername", "servername [name]: Change the name of the server.", (string[] args) =>
            {
                GameMain.Server.Name = string.Join(" ", args);
                GameMain.NetLobbyScreen.ChangeServerName(string.Join(" ", args));
            }));

            commands.Add(new Command("servermsg", "servermsg [message]: Change the message displayed in the server lobby.", (string[] args) =>
            {
                GameMain.NetLobbyScreen.ChangeServerMessage(string.Join(" ", args));
            }));

            commands.Add(new Command("seed|levelseed", "seed/levelseed: Changes the level seed for the next round.", (string[] args) =>
            {
                GameMain.NetLobbyScreen.LevelSeed = string.Join(" ", args);
            }));

            commands.Add(new Command("gamemode", "gamemode [name]/[index]: Select the game mode for the next round. The parameter can either be the name or the index number of the game mode (0 = sandbox, 1 = mission, etc).", (string[] args) =>
            {
                int index = -1;
                if (int.TryParse(string.Join(" ", args), out index))
                {
                    if (index > 0 && index < GameMain.NetLobbyScreen.GameModes.Length &&
                        GameMain.NetLobbyScreen.GameModes[index].Name == "Campaign")
                    {
                        MultiplayerCampaign.StartCampaignSetup();
                    }
                    else
                    {
                        GameMain.NetLobbyScreen.SelectedModeIndex = index;
                    }
                }
                else
                {
                    string modeName = string.Join(" ", args);
                    if (modeName.ToLowerInvariant() == "campaign")
                    {
                        MultiplayerCampaign.StartCampaignSetup();
                    }
                    else
                    {
                        GameMain.NetLobbyScreen.SelectedModeName = modeName;
                    }
                }
                NewMessage("Set gamemode to " + GameMain.NetLobbyScreen.SelectedModeName, Color.Cyan);
            }));

            commands.Add(new Command("mission", "mission [name]/[index]: Select the mission type for the next round. The parameter can either be the name or the index number of the mission type (0 = first mission type, 1 = second mission type, etc).", (string[] args) =>
            {
                int index = -1;
                if (int.TryParse(string.Join(" ", args), out index))
                {
                    GameMain.NetLobbyScreen.MissionTypeIndex = index;
                }
                else
                {
                    GameMain.NetLobbyScreen.MissionTypeName = string.Join(" ", args);
                }
                NewMessage("Set mission to " + GameMain.NetLobbyScreen.MissionTypeName, Color.Cyan);
            }));

            commands.Add(new Command("sub|submarine", "submarine [name]: Select the submarine for the next round.", (string[] args) =>
            {
                Submarine sub = GameMain.NetLobbyScreen.GetSubList().Find(s => s.Name.ToLower() == string.Join(" ", args).ToLower());

                if (sub != null)
                {
                    GameMain.NetLobbyScreen.SelectedSub = sub;
                }
                sub = GameMain.NetLobbyScreen.SelectedSub;
                NewMessage("Selected sub: " + sub.Name + (sub.HasTag(SubmarineTag.Shuttle) ? " (shuttle)" : ""), Color.Cyan);
            }));

            commands.Add(new Command("shuttle", "shuttle [name]: Select the specified submarine as the respawn shuttle for the next round.", (string[] args) =>
            {
                Submarine shuttle = GameMain.NetLobbyScreen.GetSubList().Find(s => s.Name.ToLower() == string.Join(" ", args).ToLower());

                if (shuttle != null)
                {
                    GameMain.NetLobbyScreen.SelectedShuttle = shuttle;
                }
                shuttle = GameMain.NetLobbyScreen.SelectedShuttle;
                NewMessage("Selected shuttle: " + shuttle.Name + (shuttle.HasTag(SubmarineTag.Shuttle) ? "" : " (not shuttle)"), Color.Cyan);
            }));

            commands.Add(new Command("startgame|startround|start", "start/startgame/startround: Start a new round.", (string[] args) =>
            {
                if (Screen.Selected == GameMain.GameScreen)
                {
                    return;
                }
                if (!GameMain.Server.StartGame())
                {
                    NewMessage("Failed to start a new round", Color.Yellow);
                }
            }));

            commands.Add(new Command("endgame|endround|end", "end/endgame/endround: End the current round.", (string[] args) =>
            {
                if (Screen.Selected == GameMain.NetLobbyScreen)
                {
                    return;
                }
                GameMain.Server.EndGame();
            }));

            commands.Add(new Command("autorestart", "autorestart: Toggle automatic round restarting on/off.", (string[] args) =>
            {
                if (GameMain.Server == null)
                {
                    return;
                }

                GameMain.Server.AutoRestart = !GameMain.Server.AutoRestart;
                NewMessage(GameMain.Server.AutoRestart ? "Automatic restart enabled." : "Automatic restart disabled.", Color.White);
            }));

            commands.Add(new Command("entitydata", "", (string[] args) =>
            {
                if (args.Length == 0)
                {
                    return;
                }
                Entity ent = Entity.FindEntityByID(Convert.ToUInt16(args[0]));
                if (ent != null)
                {
                    NewMessage(ent.ToString(), Color.Lime);
                }
            }));
#if DEBUG
            commands.Add(new Command("eventdata", "", (string[] args) =>
            {
                if (args.Length == 0)
                {
                    return;
                }
                ServerEntityEvent ev = GameMain.Server.EntityEventManager.Events[Convert.ToUInt16(args[0])];
                if (ev != null)
                {
                    NewMessage(ev.StackTrace, Color.Lime);
                }
            }));

            commands.Add(new Command("spamchatmessages", "", (string[] args) =>
            {
                int msgCount = 1000;
                if (args.Length > 0)
                {
                    int.TryParse(args[0], out msgCount);
                }
                int msgLength = 50;
                if (args.Length > 1)
                {
                    int.TryParse(args[1], out msgLength);
                }

                for (int i = 0; i < msgCount; i++)
                {
                    GameMain.Server.SendChatMessage(ToolBox.RandomSeed(msgLength), ChatMessageType.Default);
                }
            }));
#endif
        }