public static LinkedSubmarine CreateDummy(Submarine mainSub, Submarine linkedSub) { LinkedSubmarine sl = new LinkedSubmarine(mainSub); sl.sub = linkedSub; return(sl); }
public override MapEntity Clone() { XElement cloneElement = new XElement(saveElement); LinkedSubmarine sl = CreateDummy(Submarine, cloneElement, Position); sl.saveElement = cloneElement; sl.filePath = filePath; return(sl); }
public static LinkedSubmarine Load(XElement element, Submarine submarine) { Vector2 pos = element.GetAttributeVector2("pos", Vector2.Zero); LinkedSubmarine linkedSub = null; if (Screen.Selected == GameMain.SubEditorScreen) { linkedSub = CreateDummy(submarine, element, pos); linkedSub.saveElement = element; linkedSub.purchasedLostShuttles = false; } else { linkedSub = new LinkedSubmarine(submarine) { saveElement = element }; linkedSub.purchasedLostShuttles = GameMain.GameSession.GameMode is CampaignMode campaign && campaign.PurchasedLostShuttles; string levelSeed = element.GetAttributeString("location", ""); if (!string.IsNullOrWhiteSpace(levelSeed) && GameMain.GameSession.Level != null && GameMain.GameSession.Level.Seed != levelSeed && !linkedSub.purchasedLostShuttles) { linkedSub.loadSub = false; } else { linkedSub.loadSub = true; linkedSub.rect.Location = MathUtils.ToPoint(pos); } } linkedSub.filePath = element.GetAttributeString("filepath", ""); int[] linkedToIds = element.GetAttributeIntArray("linkedto", new int[0]); for (int i = 0; i < linkedToIds.Length; i++) { linkedSub.linkedToID.Add((ushort)linkedToIds[i]); if (Screen.Selected == GameMain.SubEditorScreen) { if (FindEntityByID((ushort)linkedToIds[i]) is MapEntity linked) { linkedSub.linkedTo.Add(linked); } } } linkedSub.originalLinkedToID = (ushort)element.GetAttributeInt("originallinkedto", 0); linkedSub.originalMyPortID = (ushort)element.GetAttributeInt("originalmyport", 0); return(linkedSub.loadSub ? linkedSub : null); }
public static LinkedSubmarine CreateDummy(Submarine mainSub, string filePath, Vector2 position) { XDocument doc = SubmarineInfo.OpenFile(filePath); if (doc == null || doc.Root == null) { return(null); } LinkedSubmarine sl = CreateDummy(mainSub, doc.Root, position); sl.filePath = filePath; return(sl); }
public static LinkedSubmarine CreateDummy(Submarine mainSub, XElement element, Vector2 position) { LinkedSubmarine sl = new LinkedSubmarine(mainSub); sl.GenerateWallVertices(element); sl.Rect = new Rectangle( (int)sl.wallVertices.Min(v => v.X + position.X), (int)sl.wallVertices.Max(v => v.Y + position.Y), (int)sl.wallVertices.Max(v => v.X + position.X), (int)sl.wallVertices.Min(v => v.Y + position.Y)); sl.rect = new Rectangle((int)position.X, (int)position.Y, 1, 1); return(sl); }
public static LinkedSubmarine CreateDummy(Submarine mainSub, string filePath, Vector2 position) { XDocument doc = SubmarineInfo.OpenFile(filePath); if (doc == null || doc.Root == null) { return(null); } LinkedSubmarine sl = CreateDummy(mainSub, doc.Root, position); sl.filePath = filePath; sl.saveElement = doc.Root; sl.saveElement.Name = "LinkedSubmarine"; sl.saveElement.SetAttributeValue("filepath", filePath); return(sl); }
public static LinkedSubmarine Load(XElement element, Submarine submarine) { Vector2 pos = element.GetAttributeVector2("pos", Vector2.Zero); LinkedSubmarine linkedSub = null; if (Screen.Selected == GameMain.SubEditorScreen) { linkedSub = CreateDummy(submarine, element, pos); linkedSub.saveElement = element; } else { linkedSub = new LinkedSubmarine(submarine) { saveElement = element }; string levelSeed = element.GetAttributeString("location", ""); if (!string.IsNullOrWhiteSpace(levelSeed) && GameMain.GameSession.Level != null && GameMain.GameSession.Level.Seed != levelSeed) { linkedSub.loadSub = false; return(null); } linkedSub.loadSub = true; linkedSub.rect.Location = MathUtils.ToPoint(pos); } linkedSub.filePath = element.GetAttributeString("filepath", ""); string linkedToString = element.GetAttributeString("linkedto", ""); if (linkedToString != "") { string[] linkedToIds = linkedToString.Split(','); for (int i = 0; i < linkedToIds.Length; i++) { linkedSub.linkedToID.Add((ushort)int.Parse(linkedToIds[i])); } } return(linkedSub); }
public static LinkedSubmarine CreateDummy(Submarine mainSub, XElement element, Vector2 position) { LinkedSubmarine sl = new LinkedSubmarine(mainSub); sl.GenerateWallVertices(element); if (sl.wallVertices.Any()) { sl.Rect = new Rectangle( (int)sl.wallVertices.Min(v => v.X + position.X), (int)sl.wallVertices.Max(v => v.Y + position.Y), (int)sl.wallVertices.Max(v => v.X + position.X), (int)sl.wallVertices.Min(v => v.Y + position.Y)); int width = sl.rect.Width - sl.rect.X; int height = sl.rect.Y - sl.rect.Height; sl.Rect = new Rectangle((int)(position.X - width / 2), (int)(position.Y + height / 2), width, height); } else { sl.Rect = new Rectangle((int)position.X, (int)position.Y, 10, 10); } return(sl); }
protected override void CreateInstance(Rectangle rect) { System.Diagnostics.Debug.Assert(Submarine.MainSub != null); LinkedSubmarine.CreateDummy(Submarine.MainSub, subInfo.FilePath, rect.Location.ToVector2()); }
protected override IEnumerable <object> DoLevelTransition(TransitionType transitionType, LevelData newLevel, Submarine leavingSub, bool mirror, List <TraitorMissionResult> traitorResults) { lastUpdateID++; switch (transitionType) { case TransitionType.None: throw new InvalidOperationException("Level transition failed (no transitions available)."); case TransitionType.ReturnToPreviousLocation: //deselect destination on map map.SelectLocation(-1); break; case TransitionType.ProgressToNextLocation: Map.MoveToNextLocation(); break; case TransitionType.End: EndCampaign(); IsFirstRound = true; break; } Map.ProgressWorld(transitionType, (float)(Timing.TotalTime - GameMain.GameSession.RoundStartTime)); bool success = GameMain.Server.ConnectedClients.Any(c => c.InGame && c.Character != null && !c.Character.IsDead); GameMain.GameSession.EndRound("", traitorResults, transitionType); //-------------------------------------- if (success) { SaveInventories(); yield return(CoroutineStatus.Running); if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub)) { Submarine.MainSub = leavingSub; GameMain.GameSession.Submarine = leavingSub; GameMain.GameSession.SubmarineInfo = leavingSub.Info; leavingSub.Info.FilePath = System.IO.Path.Combine(SaveUtil.TempPath, leavingSub.Info.Name + ".sub"); var subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub); GameMain.GameSession.OwnedSubmarines.Add(leavingSub.Info); foreach (Submarine sub in subsToLeaveBehind) { GameMain.GameSession.OwnedSubmarines.RemoveAll(s => s != leavingSub.Info && s.Name == sub.Info.Name); MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine); LinkedSubmarine.CreateDummy(leavingSub, sub); } } NextLevel = newLevel; GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine); if (PendingSubmarineSwitch != null) { SubmarineInfo previousSub = GameMain.GameSession.SubmarineInfo; GameMain.GameSession.SubmarineInfo = PendingSubmarineSwitch; PendingSubmarineSwitch = null; for (int i = 0; i < GameMain.GameSession.OwnedSubmarines.Count; i++) { if (GameMain.GameSession.OwnedSubmarines[i].Name == previousSub.Name) { GameMain.GameSession.OwnedSubmarines[i] = previousSub; break; } } } SaveUtil.SaveGame(GameMain.GameSession.SavePath); } else { PendingSubmarineSwitch = null; GameMain.Server.EndGame(TransitionType.None); LoadCampaign(GameMain.GameSession.SavePath); LastSaveID++; LastUpdateID++; yield return(CoroutineStatus.Success); } CrewManager?.ClearCurrentOrders(); //-------------------------------------- GameMain.Server.EndGame(transitionType); ForceMapUI = false; NextLevel = newLevel; MirrorLevel = mirror; //give clients time to play the end cinematic before starting the next round if (transitionType == TransitionType.End) { yield return(new WaitForSeconds(EndCinematicDuration)); } else { yield return(new WaitForSeconds(EndTransitionDuration * 0.5f)); } GameMain.Server.StartGame(); yield return(CoroutineStatus.Success); }
public override void End(string endMessage = "") { isRunning = false; bool success = CrewManager.GetCharacters().Any(c => !c.IsDead); crewDead = false; if (success) { if (subsToLeaveBehind == null || leavingSub == null) { DebugConsole.ThrowError("Leaving submarine not selected -> selecting the closest one"); leavingSub = GetLeavingSub(); subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub); } } GameMain.GameSession.EndRound(""); if (success) { if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub)) { Submarine.MainSub = leavingSub; GameMain.GameSession.Submarine = leavingSub; foreach (Submarine sub in subsToLeaveBehind) { MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine); LinkedSubmarine.CreateDummy(leavingSub, sub); } } if (atEndPosition) { Map.MoveToNextLocation(); } else { Map.SelectLocation(-1); } Map.ProgressWorld(); //save and remove all items that are in someone's inventory foreach (Character c in Character.CharacterList) { if (c.Info == null || c.Inventory == null) { continue; } var inventoryElement = new XElement("inventory"); c.SaveInventory(c.Inventory, inventoryElement); c.Info.InventoryData = inventoryElement; c.Inventory?.DeleteAllItems(); } SaveUtil.SaveGame(GameMain.GameSession.SavePath); } if (!success) { var summaryScreen = GUIMessageBox.VisibleBox; if (summaryScreen != null) { summaryScreen = summaryScreen.Children.First(); var buttonArea = summaryScreen.Children.First().FindChild("buttonarea"); buttonArea.ClearChildren(); summaryScreen.RemoveChild(summaryScreen.Children.FirstOrDefault(c => c is GUIButton)); var okButton = new GUIButton(new RectTransform(new Vector2(0.2f, 1.0f), buttonArea.RectTransform), TextManager.Get("LoadGameButton")) { OnClicked = (GUIButton button, object obj) => { GameMain.GameSession.LoadPrevious(); GameMain.LobbyScreen.Select(); GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return(true); } }; var quitButton = new GUIButton(new RectTransform(new Vector2(0.2f, 1.0f), buttonArea.RectTransform), TextManager.Get("QuitButton")); quitButton.OnClicked += GameMain.LobbyScreen.QuitToMainMenu; quitButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return(true); }; quitButton.OnClicked += (GUIButton button, object obj) => { if (ContextualTutorial.Initialized) { ContextualTutorial.Stop(); } return(true); }; } } CrewManager.EndRound(); for (int i = Character.CharacterList.Count - 1; i >= 0; i--) { Character.CharacterList[i].Remove(); } Submarine.Unload(); GameMain.LobbyScreen.Select(); }
public override void End(string endMessage = "") { isRunning = false; bool success = CrewManager.GetCharacters().Any(c => !c.IsDead); if (success) { if (subsToLeaveBehind == null || leavingSub == null) { DebugConsole.ThrowError("Leaving submarine not selected -> selecting the closest one"); leavingSub = GetLeavingSub(); subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub); } } GameMain.GameSession.EndRound(""); if (success) { if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub)) { Submarine.MainSub = leavingSub; GameMain.GameSession.Submarine = leavingSub; foreach (Submarine sub in subsToLeaveBehind) { MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine); LinkedSubmarine.CreateDummy(leavingSub, sub); } } if (atEndPosition) { Map.MoveToNextLocation(); } SaveUtil.SaveGame(GameMain.GameSession.SavePath); } if (!success) { var summaryScreen = GUIMessageBox.VisibleBox; if (summaryScreen != null) { summaryScreen = summaryScreen.children[0]; summaryScreen.RemoveChild(summaryScreen.children.Find(c => c is GUIButton)); var okButton = new GUIButton(new Rectangle(-120, 0, 100, 30), TextManager.Get("LoadGameButton"), Alignment.BottomRight, "", summaryScreen); okButton.OnClicked += (GUIButton button, object obj) => { GameMain.GameSession.LoadPrevious(); GameMain.LobbyScreen.Select(); GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return(true); }; var quitButton = new GUIButton(new Rectangle(0, 0, 100, 30), TextManager.Get("QuitButton"), Alignment.BottomRight, "", summaryScreen); quitButton.OnClicked += GameMain.LobbyScreen.QuitToMainMenu; quitButton.OnClicked += (GUIButton button, object obj) => { GUIMessageBox.MessageBoxes.Remove(GUIMessageBox.VisibleBox); return(true); }; } } CrewManager.EndRound(); for (int i = Character.CharacterList.Count - 1; i >= 0; i--) { Character.CharacterList[i].Remove(); } Submarine.Unload(); GameMain.LobbyScreen.Select(); }
protected override IEnumerable <object> DoLevelTransition(TransitionType transitionType, LevelData newLevel, Submarine leavingSub, bool mirror, List <TraitorMissionResult> traitorResults = null) { NextLevel = newLevel; bool success = CrewManager.GetCharacters().Any(c => !c.IsDead); SoundPlayer.OverrideMusicType = success ? "endround" : "crewdead"; SoundPlayer.OverrideMusicDuration = 18.0f; crewDead = false; GameMain.GameSession.EndRound("", traitorResults, transitionType); var continueButton = GameMain.GameSession.RoundSummary?.ContinueButton; RoundSummary roundSummary = null; if (GUIMessageBox.VisibleBox?.UserData is RoundSummary) { roundSummary = GUIMessageBox.VisibleBox?.UserData as RoundSummary; } if (continueButton != null) { continueButton.Visible = false; } lastControlledCharacter = Character.Controlled; Character.Controlled = null; switch (transitionType) { case TransitionType.None: throw new InvalidOperationException("Level transition failed (no transitions available)."); case TransitionType.ReturnToPreviousLocation: //deselect destination on map map.SelectLocation(-1); break; case TransitionType.ProgressToNextLocation: Map.MoveToNextLocation(); break; } Map.ProgressWorld(transitionType, (float)(Timing.TotalTime - GameMain.GameSession.RoundStartTime)); var endTransition = new CameraTransition(Submarine.MainSub, GameMain.GameScreen.Cam, null, transitionType == TransitionType.LeaveLocation ? Alignment.BottomCenter : Alignment.Center, fadeOut: false, duration: EndTransitionDuration); GUI.ClearMessages(); Location portraitLocation = Map.SelectedLocation ?? Map.CurrentLocation; overlaySprite = portraitLocation.Type.GetPortrait(portraitLocation.PortraitId); float fadeOutDuration = endTransition.Duration; float t = 0.0f; while (t < fadeOutDuration || endTransition.Running) { t += CoroutineManager.UnscaledDeltaTime; overlayColor = Color.Lerp(Color.Transparent, Color.White, t / fadeOutDuration); yield return(CoroutineStatus.Running); } overlayColor = Color.White; yield return(CoroutineStatus.Running); //-------------------------------------- bool save = false; if (success) { if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub)) { Submarine.MainSub = leavingSub; GameMain.GameSession.Submarine = leavingSub; var subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub); foreach (Submarine sub in subsToLeaveBehind) { MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine); LinkedSubmarine.CreateDummy(leavingSub, sub); } } GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine); if (PendingSubmarineSwitch != null) { SubmarineInfo previousSub = GameMain.GameSession.SubmarineInfo; GameMain.GameSession.SubmarineInfo = PendingSubmarineSwitch; PendingSubmarineSwitch = null; for (int i = 0; i < GameMain.GameSession.OwnedSubmarines.Count; i++) { if (GameMain.GameSession.OwnedSubmarines[i].Name == previousSub.Name) { GameMain.GameSession.OwnedSubmarines[i] = previousSub; break; } } } SaveUtil.SaveGame(GameMain.GameSession.SavePath); } else { PendingSubmarineSwitch = null; EnableRoundSummaryGameOverState(); } //-------------------------------------- SelectSummaryScreen(roundSummary, newLevel, mirror, () => { GameMain.GameScreen.Select(); if (continueButton != null) { continueButton.Visible = true; } GUI.DisableHUD = false; GUI.ClearCursorWait(); overlayColor = Color.Transparent; }); yield return(CoroutineStatus.Success); }
protected override IEnumerable <object> DoLevelTransition(TransitionType transitionType, LevelData newLevel, Submarine leavingSub, bool mirror, List <TraitorMissionResult> traitorResults) { lastUpdateID++; switch (transitionType) { case TransitionType.None: throw new InvalidOperationException("Level transition failed (no transitions available)."); case TransitionType.ReturnToPreviousLocation: //deselect destination on map map.SelectLocation(-1); break; case TransitionType.ProgressToNextLocation: Map.MoveToNextLocation(); break; case TransitionType.End: EndCampaign(); IsFirstRound = true; break; } Map.ProgressWorld(transitionType, (float)(Timing.TotalTime - GameMain.GameSession.RoundStartTime)); bool success = GameMain.Server.ConnectedClients.Any(c => c.InGame && c.Character != null && !c.Character.IsDead); GameMain.GameSession.EndRound("", traitorResults, transitionType); //-------------------------------------- if (success) { List <CharacterCampaignData> prevCharacterData = new List <CharacterCampaignData>(characterData); //client character has spawned this round -> remove old data (and replace with an up-to-date one if the client still has a character) characterData.RemoveAll(cd => cd.HasSpawned); //refresh the character data of clients who are still in the server foreach (Client c in GameMain.Server.ConnectedClients) { if (c.Character?.Info == null) { continue; } if (c.Character.IsDead && c.Character.CauseOfDeath?.Type != CauseOfDeathType.Disconnected) { continue; } c.CharacterInfo = c.Character.Info; characterData.RemoveAll(cd => cd.MatchesClient(c)); characterData.Add(new CharacterCampaignData(c)); } //refresh the character data of clients who aren't in the server anymore foreach (CharacterCampaignData data in prevCharacterData) { if (data.HasSpawned && !characterData.Any(cd => cd.IsDuplicate(data))) { var character = Character.CharacterList.Find(c => c.Info == data.CharacterInfo && !c.IsHusk); if (character != null && (!character.IsDead || character.CauseOfDeath?.Type == CauseOfDeathType.Disconnected)) { data.Refresh(character); characterData.Add(data); } } } characterData.ForEach(cd => cd.HasSpawned = false); //remove all items that are in someone's inventory foreach (Character c in Character.CharacterList) { if (c.Inventory == null) { continue; } if (Level.Loaded.Type == LevelData.LevelType.Outpost && c.Submarine != Level.Loaded.StartOutpost) { Map.CurrentLocation.RegisterTakenItems(c.Inventory.Items.Where(it => it != null && it.SpawnedInOutpost && it.OriginalModuleIndex > 0).Distinct()); } if (c.Info != null && c.IsBot) { if (c.IsDead && c.CauseOfDeath?.Type != CauseOfDeathType.Disconnected) { CrewManager.RemoveCharacterInfo(c.Info); } c.Info.HealthData = new XElement("health"); c.CharacterHealth.Save(c.Info.HealthData); c.Info.InventoryData = new XElement("inventory"); c.SaveInventory(c.Inventory, c.Info.InventoryData); } c.Inventory.DeleteAllItems(); } yield return(CoroutineStatus.Running); if (leavingSub != Submarine.MainSub && !leavingSub.DockedTo.Contains(Submarine.MainSub)) { Submarine.MainSub = leavingSub; GameMain.GameSession.Submarine = leavingSub; var subsToLeaveBehind = GetSubsToLeaveBehind(leavingSub); foreach (Submarine sub in subsToLeaveBehind) { MapEntity.mapEntityList.RemoveAll(e => e.Submarine == sub && e is LinkedSubmarine); LinkedSubmarine.CreateDummy(leavingSub, sub); } } NextLevel = newLevel; GameMain.GameSession.SubmarineInfo = new SubmarineInfo(GameMain.GameSession.Submarine); if (PendingSubmarineSwitch != null) { SubmarineInfo previousSub = GameMain.GameSession.SubmarineInfo; GameMain.GameSession.SubmarineInfo = PendingSubmarineSwitch; PendingSubmarineSwitch = null; for (int i = 0; i < GameMain.GameSession.OwnedSubmarines.Count; i++) { if (GameMain.GameSession.OwnedSubmarines[i].Name == previousSub.Name) { GameMain.GameSession.OwnedSubmarines[i] = previousSub; break; } } } SaveUtil.SaveGame(GameMain.GameSession.SavePath); } else { PendingSubmarineSwitch = null; GameMain.Server.EndGame(TransitionType.None); LoadCampaign(GameMain.GameSession.SavePath); LastSaveID++; LastUpdateID++; yield return(CoroutineStatus.Success); } //-------------------------------------- GameMain.Server.EndGame(transitionType); ForceMapUI = false; NextLevel = newLevel; MirrorLevel = mirror; //give clients time to play the end cinematic before starting the next round if (transitionType == TransitionType.End) { yield return(new WaitForSeconds(EndCinematicDuration)); } else { yield return(new WaitForSeconds(EndTransitionDuration * 0.5f)); } GameMain.Server.StartGame(); yield return(CoroutineStatus.Success); }