Esempio n. 1
0
        public string AutoRestartText()
        {
            if (GameMain.Server != null)
            {
                if (!GameMain.Server.AutoRestart)
                {
                    return("");
                }
                return("Restarting in " + ToolBox.SecondsToReadableTime(Math.Max(GameMain.Server.AutoRestartTimer, 0)));
            }

            if (autoRestartTimer == 0.0f)
            {
                return("");
            }
            return("Restarting in " + ToolBox.SecondsToReadableTime(Math.Max(autoRestartTimer, 0)));
        }
        public void DebugDrawHUD(SpriteBatch spriteBatch, int y)
        {
            foreach (ScriptedEvent scriptedEvent in activeEvents.Where(ev => !ev.IsFinished && ev is ScriptedEvent).Cast <ScriptedEvent>())
            {
                DrawEventTargetTags(spriteBatch, scriptedEvent);
            }

            GUI.DrawString(spriteBatch, new Vector2(10, y), "EventManager", Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 20), "Event cooldown: " + (int)Math.Max(eventCoolDown, 0), Color.White, Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 35), "Current intensity: " + (int)Math.Round(currentIntensity * 100), Color.Lerp(Color.White, GUI.Style.Red, currentIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 50), "Target intensity: " + (int)Math.Round(targetIntensity * 100), Color.Lerp(Color.White, GUI.Style.Red, targetIntensity), Color.Black * 0.6f, 0, GUI.SmallFont);

            GUI.DrawString(spriteBatch, new Vector2(15, y + 65), "AvgHealth: " + (int)Math.Round(avgCrewHealth * 100), Color.Lerp(GUI.Style.Red, GUI.Style.Green, avgCrewHealth), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 80), "AvgHullIntegrity: " + (int)Math.Round(avgHullIntegrity * 100), Color.Lerp(GUI.Style.Red, GUI.Style.Green, avgHullIntegrity), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 95), "FloodingAmount: " + (int)Math.Round(floodingAmount * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, floodingAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 110), "FireAmount: " + (int)Math.Round(fireAmount * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, fireAmount), Color.Black * 0.6f, 0, GUI.SmallFont);
            GUI.DrawString(spriteBatch, new Vector2(15, y + 125), "EnemyDanger: " + (int)Math.Round(enemyDanger * 100), Color.Lerp(GUI.Style.Green, GUI.Style.Red, enemyDanger), Color.Black * 0.6f, 0, GUI.SmallFont);

#if DEBUG
            if (PlayerInput.KeyDown(Microsoft.Xna.Framework.Input.Keys.LeftAlt) &&
                PlayerInput.KeyHit(Microsoft.Xna.Framework.Input.Keys.T))
            {
                eventCoolDown = 1.0f;
            }
#endif

            if (intensityGraph == null)
            {
                intensityGraph       = new Graph();
                targetIntensityGraph = new Graph();
            }

            intensityGraphUpdateInterval = 5.0f;
            if (Timing.TotalTime > lastIntensityUpdate + intensityGraphUpdateInterval)
            {
                intensityGraph.Update(currentIntensity);
                targetIntensityGraph.Update(targetIntensity);
                lastIntensityUpdate = (float)Timing.TotalTime;
            }

            Rectangle graphRect = new Rectangle(15, y + 150, 150, 50);

            GUI.DrawRectangle(spriteBatch, graphRect, Color.Black * 0.5f, true);
            intensityGraph.Draw(spriteBatch, graphRect, 1.0f, 0.0f, Color.Lerp(Color.White, GUI.Style.Red, currentIntensity));
            targetIntensityGraph.Draw(spriteBatch, graphRect, 1.0f, 0.0f, Color.Lerp(Color.White, GUI.Style.Red, targetIntensity) * 0.5f);

            GUI.DrawLine(spriteBatch,
                         new Vector2(graphRect.Right, graphRect.Y + graphRect.Height * (1.0f - eventThreshold)),
                         new Vector2(graphRect.Right + 5, graphRect.Y + graphRect.Height * (1.0f - eventThreshold)), Color.Orange, 0, 1);

            y = graphRect.Bottom + 20;
            int x = graphRect.X;
            if (isCrewAway && crewAwayDuration < settings.FreezeDurationWhenCrewAway)
            {
                GUI.DrawString(spriteBatch, new Vector2(x, y), "Events frozen (crew away from sub): " + ToolBox.SecondsToReadableTime(settings.FreezeDurationWhenCrewAway - crewAwayDuration), Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
                y += 15;
            }
            else if (crewAwayResetTimer > 0.0f)
            {
                GUI.DrawString(spriteBatch, new Vector2(x, y), "Events frozen (crew just returned to the sub): " + ToolBox.SecondsToReadableTime(crewAwayResetTimer), Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
                y += 15;
            }
            else if (eventCoolDown > 0.0f)
            {
                GUI.DrawString(spriteBatch, new Vector2(x, y), "Event cooldown active: " + ToolBox.SecondsToReadableTime(eventCoolDown), Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
                y += 15;
            }
            else if (currentIntensity > eventThreshold)
            {
                GUI.DrawString(spriteBatch, new Vector2(x, y),
                               "Intensity too high for new events: " + (int)(currentIntensity * 100) + "%/" + (int)(eventThreshold * 100) + "%", Color.LightGreen * 0.8f, null, 0, GUI.SmallFont);
                y += 15;
            }

            foreach (EventSet eventSet in pendingEventSets)
            {
                if (Submarine.MainSub == null)
                {
                    break;
                }

                GUI.DrawString(spriteBatch, new Vector2(x, y), "New event (ID " + eventSet.DebugIdentifier + ") after: ", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                y += 12;

                if (eventSet.PerCave)
                {
                    GUI.DrawString(spriteBatch, new Vector2(x, y), "    submarine near cave", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                    y += 12;
                }
                if (eventSet.PerWreck)
                {
                    GUI.DrawString(spriteBatch, new Vector2(x, y), "    submarine near the wreck", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                    y += 12;
                }
                if (eventSet.PerRuin)
                {
                    GUI.DrawString(spriteBatch, new Vector2(x, y), "    submarine near the ruins", Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                    y += 12;
                }
                if (roundDuration < eventSet.MinMissionTime)
                {
                    GUI.DrawString(spriteBatch, new Vector2(x, y),
                                   "    " + (int)(eventSet.MinDistanceTraveled * 100.0f) + "% travelled (current: " + (int)(distanceTraveled * 100.0f) + " %)",
                                   ((Submarine.MainSub == null || distanceTraveled < eventSet.MinDistanceTraveled) ? Color.Lerp(GUI.Style.Yellow, GUI.Style.Red, eventSet.MinDistanceTraveled - distanceTraveled) : GUI.Style.Green) * 0.8f, null, 0, GUI.SmallFont);
                    y += 12;
                }

                if (CurrentIntensity < eventSet.MinIntensity || CurrentIntensity > eventSet.MaxIntensity)
                {
                    GUI.DrawString(spriteBatch, new Vector2(x, y),
                                   "    intensity between " + ((int)eventSet.MinIntensity) + " and " + ((int)eventSet.MaxIntensity),
                                   Color.Orange * 0.8f, null, 0, GUI.SmallFont);
                    y += 12;
                }

                if (roundDuration < eventSet.MinMissionTime)
                {
                    GUI.DrawString(spriteBatch, new Vector2(x, y),
                                   "    " + (int)(eventSet.MinMissionTime - roundDuration) + " s",
                                   Color.Lerp(GUI.Style.Yellow, GUI.Style.Red, (eventSet.MinMissionTime - roundDuration)), null, 0, GUI.SmallFont);
                }

                y += 15;

                if (y > GameMain.GraphicsHeight * 0.9f)
                {
                    y  = graphRect.Bottom + 35;
                    x += 250;
                }
            }

            GUI.DrawString(spriteBatch, new Vector2(x, y), "Current events: ", Color.White * 0.9f, null, 0, GUI.SmallFont);
            y += 15;

            foreach (Event ev in activeEvents.Where(ev => !ev.IsFinished || PlayerInput.IsShiftDown()))
            {
                GUI.DrawString(spriteBatch, new Vector2(x + 5, y), ev.ToString(), (!ev.IsFinished ? Color.White : Color.Red) * 0.8f, null, 0, GUI.SmallFont);

                Rectangle rect = new Rectangle(new Point(x + 5, y), GUI.SmallFont.MeasureString(ev.ToString()).ToPoint());

                Rectangle outlineRect = new Rectangle(rect.Location, rect.Size);
                outlineRect.Inflate(4, 4);

                if (PinnedEvent == ev)
                {
                    GUI.DrawRectangle(spriteBatch, outlineRect, Color.White);
                }

                if (rect.Contains(PlayerInput.MousePosition))
                {
                    GUI.MouseCursor = CursorState.Hand;
                    GUI.DrawRectangle(spriteBatch, outlineRect, Color.White);

                    if (ev != PinnedEvent)
                    {
                        DrawEvent(spriteBatch, ev, rect);
                    }
                    else if (PlayerInput.SecondaryMouseButtonHeld() || PlayerInput.SecondaryMouseButtonDown())
                    {
                        PinnedEvent = null;
                    }

                    if (PlayerInput.PrimaryMouseButtonHeld() || PlayerInput.PrimaryMouseButtonDown())
                    {
                        PinnedEvent = ev;
                    }
                }

                y += 18;
                if (y > GameMain.GraphicsHeight * 0.9f)
                {
                    y  = graphRect.Bottom + 35;
                    x += 250;
                }
            }
        }
Esempio n. 3
0
        public void DefaultServerStartup()
        {
            Boolean startcampaign = false;

            //Default Mission Parameters
            if (GameMain.NilMod.DefaultGamemode.ToLowerInvariant() == "mission")
            {
                GameMain.NetLobbyScreen.SelectedModeIndex = 1;
                //GameMain.NilMod.DefaultMissionType = "Cargo";
                //Only select this default if we actually default to mission mode
                switch (GameMain.NilMod.DefaultMissionType.ToLowerInvariant())
                {
                case "random":
                    GameMain.NetLobbyScreen.MissionTypeIndex = 0;
                    break;

                case "salvage":
                    GameMain.NetLobbyScreen.MissionTypeIndex = 1;
                    break;

                case "monster":
                    GameMain.NetLobbyScreen.MissionTypeIndex = 2;
                    break;

                case "cargo":
                    GameMain.NetLobbyScreen.MissionTypeIndex = 3;
                    break;

                case "combat":
                    GameMain.NetLobbyScreen.MissionTypeIndex = 4;
                    break;

                //Random if no valid mission type
                default:
                    GameMain.NetLobbyScreen.MissionTypeIndex = 0;
                    break;
                }
            }
            else if (GameMain.NilMod.DefaultGamemode.ToLowerInvariant() == "campaign")
            {
                startcampaign = true;
                GameMain.NetLobbyScreen.SelectedModeIndex = 1;
            }
            else
            {
                GameMain.NetLobbyScreen.SelectedModeIndex = 0;
            }

            if (GameMain.NilMod.DefaultLevelSeed != "")
            {
                GameMain.NetLobbyScreen.LevelSeed = GameMain.NilMod.DefaultLevelSeed;
            }

            if (GameMain.NilMod.DefaultSubmarine != "")
            {
                Submarine sub = GameMain.NetLobbyScreen.GetSubList().Find(s => s.Name.ToLower() == GameMain.NilMod.DefaultSubmarine.ToLower());

                if (sub != null)
                {
                    GameMain.NetLobbyScreen.SelectedSub = sub;
                }
                else
                {
                    sub = GameMain.NetLobbyScreen.SelectedSub;
                    DebugConsole.NewMessage("Default submarine: " + GameMain.NilMod.DefaultSubmarine + " not found, using " + sub.Name + " instead", Color.Red);
                }
            }

            if (GameMain.NilMod.DefaultRespawnShuttle != "")
            {
                Submarine shuttle = GameMain.NetLobbyScreen.GetSubList().Find(s => s.Name.ToLower() == GameMain.NilMod.DefaultRespawnShuttle.ToLower());

                if (shuttle != null)
                {
                    GameMain.NetLobbyScreen.SelectedShuttle = shuttle;
                }
                else
                {
                    shuttle = GameMain.NetLobbyScreen.SelectedShuttle;
                    DebugConsole.NewMessage("Default shuttle: " + GameMain.NilMod.DefaultRespawnShuttle + " not found, using " + shuttle.Name + " instead", Color.Red);
                }
            }

            DebugConsole.NewMessage(
                "Save Server Logs: " + (GameMain.Server.SaveServerLogs ? "YES" : "NO") +
                ", Allow File Transfers: " + (GameMain.Server.AllowFileTransfers ? "YES" : "NO"), Color.Cyan);

            DebugConsole.NewMessage(
                "Allow Spectating: " + (GameMain.Server.AllowSpectating ? "YES" : "NO"), Color.Cyan);

            //LevelSeed = ToolBox.RandomSeed(8);



            DebugConsole.NewMessage(" ", Color.Cyan);

            DebugConsole.NewMessage(
                "Auto Restart: " + (GameMain.Server.AutoRestart ? "YES" : "NO") +
                ", Auto Restart Interval: " + ToolBox.SecondsToReadableTime(GameMain.Server.AutoRestartInterval), Color.Cyan);

            DebugConsole.NewMessage(
                "End Round At Level End: " + (GameMain.Server.EndRoundAtLevelEnd ? "YES" : "NO") +
                ", End Vote Required Ratio: " + (GameMain.Server.EndVoteRequiredRatio * 100) + "%", Color.Cyan);

            DebugConsole.NewMessage(
                "Allow Vote Kick: " + (GameMain.Server.AllowVoteKick ? "YES" : "NO") +
                ", Kick Vote Required Ratio: " + (GameMain.Server.KickVoteRequiredRatio * 100) + "%", Color.Cyan);

            DebugConsole.NewMessage(" ", Color.Cyan);

            DebugConsole.NewMessage(
                "Allow Respawns: " + (GameMain.Server.AllowRespawn ? "YES" : "NO") +
                ", Min Respawn Ratio:" + GameMain.Server.MinRespawnRatio, Color.Cyan);

            DebugConsole.NewMessage(
                "Respawn Interval: " + ToolBox.SecondsToReadableTime(GameMain.Server.RespawnInterval) +
                ", Max Transport Time:" + ToolBox.SecondsToReadableTime(GameMain.Server.MaxTransportTime), Color.Cyan);

            DebugConsole.NewMessage(" ", Color.Cyan);

            DebugConsole.NewMessage(
                "Gamemode Selection: " + GameMain.Server.ModeSelectionMode.ToString() +
                ", Submarine Selection: " + GameMain.Server.SubSelectionMode.ToString(), Color.Cyan);

            DebugConsole.NewMessage(
                "Default Gamemode: " + GameMain.NetLobbyScreen.SelectedModeName +
                ", Default Mission Type: " + GameMain.NetLobbyScreen.MissionTypeName, Color.Cyan);

            DebugConsole.NewMessage("TraitorsEnabled: " + GameMain.Server.TraitorsEnabled.ToString(), Color.Cyan);

            DebugConsole.NewMessage(" ", Color.Cyan);

            if (!startcampaign)
            {
                DebugConsole.NewMessage("Starting with Level Seed: " + GameMain.NetLobbyScreen.LevelSeed, Color.Cyan);
                DebugConsole.NewMessage("On submarine: " + GameMain.NetLobbyScreen.SelectedSub.Name, Color.Cyan);
                DebugConsole.NewMessage("Using respawn shuttle: " + GameMain.NetLobbyScreen.SelectedShuttle.Name, Color.Cyan);
            }
            else
            {
                if (GameMain.NilMod.CampaignDefaultSaveName != "")
                {
                    MultiPlayerCampaign.StartCampaignSetup(true);
                }
                else
                {
                    DebugConsole.NewMessage("Nilmod default campaign savefile not specified. Please setup the campaign or specify a filename in nilmodsettings.xml", Color.Cyan);
                    MultiPlayerCampaign.StartCampaignSetup(false);
                }
                DebugConsole.NewMessage(" ", Color.Cyan);
            }
        }