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(); #if CLIENT #if !DEBUG GameMain.LightManager.LosEnabled = GameMain.Client == null || GameMain.Client.CharacterInfo != null; #endif if (GameMain.LightManager.LosEnabled) { GameMain.LightManager.LosAlpha = 1f; } if (GameMain.Client == null) { GameMain.LightManager.LosMode = GameMain.Config.LosMode; } #endif LevelData = level?.LevelData; Level = level; PlaceSubAtStart(Level); foreach (var sub in Submarine.Loaded) { if (sub.Info.IsOutpost) { sub.DisableObstructedWayPoints(); } } Entity.Spawner = new EntitySpawner(); missions.Clear(); GameMode.AddExtraMissions(LevelData); 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."); } } EventManager?.StartRound(Level.Loaded); SteamAchievementManager.OnStartRound(); if (GameMode != null) { GameMode.ShowStartMessage(); if (GameMain.NetworkMember == null) { //only place items and corpses here in single player //the server does this after loading the respawn shuttle Level?.SpawnNPCs(); Level?.SpawnCorpses(); Level?.PrepareBeaconStation(); AutoItemPlacer.PlaceIfNeeded(); } if (GameMode is MultiPlayerCampaign mpCampaign) { mpCampaign.UpgradeManager.ApplyUpgrades(); mpCampaign.UpgradeManager.SanityCheckUpgrades(Submarine); } if (GameMode is CampaignMode) { Submarine.WarmStartPower(); } } GameMain.Config.RecentlyEncounteredCreatures.Clear(); GameMain.GameScreen.Cam.Position = Character.Controlled?.WorldPosition ?? Submarine.MainSub.WorldPosition; RoundStartTime = Timing.TotalTime; GameMain.ResetFrameTime(); IsRunning = true; }
public void StartRound(Level level, bool mirrorLevel = false) { //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(); #if CLIENT GameMain.LightManager.LosEnabled = GameMain.Client == null || GameMain.Client.CharacterInfo != null; if (GameMain.Client == null) { GameMain.LightManager.LosMode = GameMain.Config.LosMode; } #endif this.Level = level; 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; } Submarine.Unload(); Submarine = Submarine.MainSub = new Submarine(SubmarineInfo); Submarine.MainSub = Submarine; if (GameMode.Mission != null && GameMode.Mission.TeamCount > 1 && Submarine.MainSubs[1] == null) { Submarine.MainSubs[1] = new Submarine(SubmarineInfo, true); } if (level != null) { level.Generate(mirrorLevel); if (level.StartOutpost != null) { //start by placing the sub below the outpost Rectangle outpostBorders = Level.Loaded.StartOutpost.GetDockedBorders(); Rectangle subBorders = Submarine.GetDockedBorders(); Vector2 startOutpostSize = Vector2.Zero; if (Level.Loaded.StartOutpost != null) { startOutpostSize = Level.Loaded.StartOutpost.Borders.Size.ToVector2(); } Submarine.SetPosition( Level.Loaded.StartOutpost.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 == level.StartOutpost) { outPostPort = port; continue; } if (port.Item.Submarine != Submarine) { continue; } //the submarine port has to be at the top of the sub if (port.Item.WorldPosition.Y < Submarine.WorldPosition.Y) { continue; } float dist = Vector2.DistanceSquared(port.Item.WorldPosition, level.StartOutpost.WorldPosition); if (myPort == null || dist < closestDistance || (port.MainDockingPort && !myPort.MainDockingPort)) { myPort = port; closestDistance = dist; } } if (myPort != null && outPostPort != null) { Vector2 portDiff = myPort.Item.WorldPosition - Submarine.WorldPosition; Submarine.SetPosition((outPostPort.Item.WorldPosition - portDiff) - Vector2.UnitY * outPostPort.DockedDistance); myPort.Dock(outPostPort); myPort.Lock(true); } } else { Submarine.SetPosition(Submarine.FindSpawnPos(level.StartPosition)); } } foreach (var sub in Submarine.Loaded) { if (sub.Info.IsOutpost) { sub.DisableObstructedWayPoints(); } } Entity.Spawner = new EntitySpawner(); if (GameMode.Mission != null) { Mission = GameMode.Mission; } if (GameMode != null) { GameMode.Start(); } if (GameMode.Mission != null) { int prevEntityCount = Entity.GetEntityList().Count; Mission.Start(Level.Loaded); if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient && Entity.GetEntityList().Count != prevEntityCount) { DebugConsole.ThrowError( "Entity count has changed after starting a mission 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."); } } EventManager?.StartRound(level); SteamAchievementManager.OnStartRound(); if (GameMode != null) { GameMode.ShowStartMessage(); if (GameMain.NetworkMember == null) { //only place items and corpses here in single player //the server does this after loading the respawn shuttle Level?.SpawnCorpses(); AutoItemPlacer.PlaceIfNeeded(GameMode); } if (GameMode is MultiPlayerCampaign mpCampaign && GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer) { mpCampaign.CargoManager.CreateItems(); } } GameAnalyticsManager.AddDesignEvent("Submarine:" + Submarine.Info.Name); GameAnalyticsManager.AddDesignEvent("Level", ToolBox.StringToInt(level?.Seed ?? "[NO_LEVEL]")); GameAnalyticsManager.AddProgressionEvent(GameAnalyticsSDK.Net.EGAProgressionStatus.Start, GameMode.Preset.Identifier, (Mission == null ? "None" : Mission.GetType().ToString())); #if CLIENT if (GameMode is SinglePlayerCampaign) { SteamAchievementManager.OnBiomeDiscovered(level.Biome); } if (!(GameMode is SubTestMode)) { RoundSummary = new RoundSummary(this); } GameMain.GameScreen.ColorFade(Color.Black, Color.TransparentBlack, 5.0f); if (!(GameMode is TutorialMode) && !(GameMode is SubTestMode)) { GUI.AddMessage("", Color.Transparent, 3.0f, playSound: false); GUI.AddMessage(level.Biome.DisplayName, Color.Lerp(Color.CadetBlue, Color.DarkRed, level.Difficulty / 100.0f), 5.0f, playSound: false); GUI.AddMessage(TextManager.AddPunctuation(':', TextManager.Get("Destination"), EndLocation.Name), Color.CadetBlue, playSound: false); GUI.AddMessage(TextManager.AddPunctuation(':', TextManager.Get("Mission"), (Mission == null ? TextManager.Get("None") : Mission.Name)), Color.CadetBlue, playSound: false); } #endif RoundStartTime = Timing.TotalTime; GameMain.ResetFrameTime(); }