示例#1
0
        public void MergeDataTo(MainProgress destProgress)
        {
            if (this != destProgress)
            {
                MergeDexTo(destProgress);
            }

            foreach (CharData charData in CharsToStore)
            {
                destProgress.ActiveTeam.Assembly.Add(new Character(charData, ActiveTeam, new Loc(), Dir8.Down));
            }
            CharsToStore.Clear();

            destProgress.ActiveTeam.StoreItems(ItemsToStore);
            ItemsToStore.Clear();

            //just add storage values
            for (int ii = 0; ii < StorageToStore.Length; ii++)
            {
                destProgress.ActiveTeam.Storage[ii] += StorageToStore[ii];
                StorageToStore[ii] = 0;
            }

            //put the money in the bank
            destProgress.ActiveTeam.Bank += MoneyToStore;
            MoneyToStore = 0;
        }
示例#2
0
        public void MergeDataTo(MainProgress destProgress)
        {
            if (this != destProgress)
            {
                MergeDexTo(destProgress);
            }

            foreach (CharData charData in CharsToStore)
            {
                Character chara  = new Character(charData, ActiveTeam);
                AITactic  tactic = DataManager.Instance.GetAITactic(0);
                chara.Tactic = new AITactic(tactic);
                destProgress.ActiveTeam.Assembly.Add(chara);
            }
            CharsToStore.Clear();

            destProgress.ActiveTeam.StoreItems(ItemsToStore);
            ItemsToStore.Clear();

            //just add storage values
            for (int ii = 0; ii < StorageToStore.Length; ii++)
            {
                destProgress.ActiveTeam.Storage[ii] += StorageToStore[ii];
                StorageToStore[ii] = 0;
            }

            //put the money in the bank
            destProgress.ActiveTeam.Bank += MoneyToStore;
            MoneyToStore = 0;
        }
示例#3
0
        public override IEnumerator <YieldInstruction> EndGame(ResultType result, ZoneLoc nextArea, bool display, bool fanfare)
        {
            bool recorded = DataManager.Instance.RecordingReplay;

            //if lose, end the play, display plaque, and go to title
            if (result != ResultType.Cleared)
            {
                if (GameManager.Instance.CurrentScene == GroundScene.Instance)
                {
                    Location = ZoneManager.Instance.CurrentGround.GetSingleLineName();
                }
                else if (GameManager.Instance.CurrentScene == DungeonScene.Instance)
                {
                    Location = ZoneManager.Instance.CurrentMap.GetSingleLineName();
                }

                Outcome = result;

                DataManager.Instance.MsgLog.Clear();
                //end the game with a recorded ending
                string recordFile = DataManager.Instance.EndPlay(this, null);

                MenuBase.Transparent = false;
                //save to the main file
                GameState  state       = DataManager.Instance.LoadMainGameState();
                List <int> newRecruits = new List <int>();
                if (state != null)
                {
                    newRecruits = MergeDexTo(state.Save);
                    DataManager.Instance.SaveGameState(state);
                }


                if (recorded && display)
                {
                    GameProgress ending = DataManager.Instance.GetRecord(Data.DataManager.REPLAY_PATH + recordFile);

                    if (fanfare)
                    {
                        if (result != ResultType.Cleared)
                        {
                            GameManager.Instance.Fanfare("Fanfare/MissionFail");
                        }
                        else
                        {
                            GameManager.Instance.Fanfare("Fanfare/MissionClear");
                        }
                    }
                    else
                    {
                        GameManager.Instance.SE("Menu/Skip");
                    }

                    FinalResultsMenu menu = new FinalResultsMenu(ending);
                    yield return(CoroutineManager.Instance.StartCoroutine(MenuManager.Instance.ProcessMenuCoroutine(menu)));

                    Dictionary <int, List <RecordHeaderData> > scores = RecordHeaderData.LoadHighScores();
                    yield return(CoroutineManager.Instance.StartCoroutine(MenuManager.Instance.ProcessMenuCoroutine(new ScoreMenu(scores, ZoneManager.Instance.CurrentZoneID, DataManager.REPLAY_PATH + recordFile))));
                }

                if (newRecruits.Count > 0)
                {
                    yield return(new WaitForFrames(10));

                    GameManager.Instance.Fanfare("Fanfare/NewArea");
                    yield return(CoroutineManager.Instance.StartCoroutine(MenuManager.Instance.SetDialogue(Text.FormatKey("DLG_NEW_CHARS"))));
                }

                yield return(new WaitForFrames(20));

                GameManager.Instance.SceneOutcome = GameManager.Instance.RestartToTitle();
            }
            else
            {
                int completedZone = ZoneManager.Instance.CurrentZoneID;

                MidAdventure = true;
                ClearDungeonItems();

                //  if there isn't a next area, end the play, display the plaque, return to title screen
                //GameManager.Instance.Fanfare("Fanfare/MissionClear");
                Location = ZoneManager.Instance.CurrentZone.Name.ToLocal();

                Outcome = result;

                DataManager.Instance.MsgLog.Clear();
                //end the game with a recorded ending
                string recordFile = DataManager.Instance.EndPlay(this, null);

                MenuBase.Transparent = false;

                //save to the main file
                GameState state = DataManager.Instance.LoadMainGameState();
                if (state != null)
                {
                    MergeDexTo(state.Save);
                    state.Save.DungeonUnlocks[completedZone] = UnlockState.Completed;
                    DataManager.Instance.SaveGameState(state);
                }



                if (recorded)
                {
                    GameProgress ending = DataManager.Instance.GetRecord(DataManager.REPLAY_PATH + recordFile);

                    if (fanfare)
                    {
                        if (result != ResultType.Cleared)
                        {
                            GameManager.Instance.Fanfare("Fanfare/MissionFail");
                        }
                        else
                        {
                            GameManager.Instance.Fanfare("Fanfare/MissionClear");
                        }
                    }
                    else
                    {
                        GameManager.Instance.SE("Menu/Skip");
                    }

                    FinalResultsMenu menu = new FinalResultsMenu(ending);
                    yield return(CoroutineManager.Instance.StartCoroutine(MenuManager.Instance.ProcessMenuCoroutine(menu)));

                    Dictionary <int, List <RecordHeaderData> > scores = RecordHeaderData.LoadHighScores();
                    yield return(CoroutineManager.Instance.StartCoroutine(MenuManager.Instance.ProcessMenuCoroutine(new ScoreMenu(scores, ZoneManager.Instance.CurrentZoneID, DataManager.REPLAY_PATH + recordFile))));
                }

                //ask to transfer if the dungeon records progress, and it is NOT a seeded run.
                if (state != null && Stakes != DungeonStakes.None && !Seeded)
                {
                    bool           allowTransfer = false;
                    QuestionDialog question      = MenuManager.Instance.CreateQuestion(Text.FormatKey("DLG_TRANSFER_ASK"),
                                                                                       () => { allowTransfer = true; }, () => { });
                    yield return(CoroutineManager.Instance.StartCoroutine(MenuManager.Instance.ProcessMenuCoroutine(question)));

                    if (allowTransfer)
                    {
                        MainProgress mainSave = state.Save as MainProgress;
                        //put the new recruits into assembly
                        foreach (Character character in ActiveTeam.Players)
                        {
                            if (!(character.Dead && DataManager.Instance.GetSkin(character.BaseForm.Skin).Challenge))
                            {
                                mainSave.CharsToStore.Add(new CharData(character));
                            }
                        }
                        foreach (Character character in ActiveTeam.Assembly)
                        {
                            if (!(character.Dead && DataManager.Instance.GetSkin(character.BaseForm.Skin).Challenge))
                            {
                                mainSave.CharsToStore.Add(new CharData(character));
                            }
                        }

                        //put the new items into the storage
                        foreach (InvItem item in ActiveTeam.EnumerateInv())
                        {
                            mainSave.ItemsToStore.Add(item);
                        }
                        foreach (InvItem item in ActiveTeam.BoxStorage)
                        {
                            mainSave.ItemsToStore.Add(item);
                        }

                        mainSave.StorageToStore = ActiveTeam.Storage;

                        mainSave.MoneyToStore = state.Save.ActiveTeam.Money + state.Save.ActiveTeam.Bank;
                    }

                    DataManager.Instance.SaveGameState(state);

                    if (allowTransfer)
                    {
                        yield return(CoroutineManager.Instance.StartCoroutine(MenuManager.Instance.SetDialogue(Text.FormatKey("DLG_TRANSFER_COMPLETE"))));
                    }
                }



                yield return(new WaitForFrames(20));
            }
        }
示例#4
0
        public override IEnumerator <YieldInstruction> EndGame(ResultType result, ZoneLoc nextArea, bool display, bool fanfare)
        {
            Outcome = result;
            bool   recorded   = DataManager.Instance.RecordingReplay;
            string recordFile = null;

            if (result == ResultType.Rescue)
            {
                Location = ZoneManager.Instance.CurrentZone.Name.ToLocal();

                DataManager.Instance.MsgLog.Clear();
                //end the game with a recorded ending
                recordFile = DataManager.Instance.EndPlay(this, StartDate);

                SOSMail    sos         = Rescue.SOS;
                string     dateRescued = String.Format("{0:yyyy-MM-dd}", DateTime.Now);
                ReplayData replay      = DataManager.Instance.LoadReplay(DataManager.REPLAY_PATH + recordFile, false);
                AOKMail    aok         = new AOKMail(sos, DataManager.Instance.Save, dateRescued, replay);
                GeneratedAOK = DataManager.SaveRescueMail(DataManager.RESCUE_OUT_PATH + DataManager.AOK_PATH, aok, false);
                string deletePath = DataManager.FindRescueMail(DataManager.RESCUE_IN_PATH + DataManager.SOS_PATH, sos, sos.Extension);
                if (deletePath != null)
                {
                    File.Delete(deletePath);
                }

                if (nextArea.IsValid()) //  if an exit is specified, go to the exit.
                {
                    NextDest = nextArea;
                }
                else
                {
                    NextDest = new ZoneLoc(1, new SegLoc(-1, 1));
                }
            }
            else if (result != ResultType.Cleared)
            {
                if (GameManager.Instance.CurrentScene == GroundScene.Instance)
                {
                    Location = ZoneManager.Instance.CurrentGround.GetSingleLineName();
                }
                else if (GameManager.Instance.CurrentScene == DungeonScene.Instance)
                {
                    Location = ZoneManager.Instance.CurrentMap.GetSingleLineName();
                }

                DataManager.Instance.MsgLog.Clear();
                //end the game with a recorded ending
                recordFile = DataManager.Instance.EndPlay(this, StartDate);

                if (Outcome != ResultType.Escaped && Stakes == DungeonStakes.Risk) //remove all items
                {
                    LossPenalty(this);
                }

                if (nextArea.IsValid()) //  if an exit is specified, go to the exit.
                {
                    NextDest = nextArea;
                }
                else
                {
                    NextDest = new ZoneLoc(1, new SegLoc(-1, 1));
                }
            }
            else
            {
                int completedZone = ZoneManager.Instance.CurrentZoneID;
                DungeonUnlocks[completedZone] = UnlockState.Completed;

                Location = ZoneManager.Instance.CurrentZone.Name.ToLocal();

                DataManager.Instance.MsgLog.Clear();
                //end the game with a recorded ending
                recordFile = DataManager.Instance.EndPlay(this, StartDate);

                if (nextArea.IsValid()) //  if an exit is specified, go to the exit.
                {
                    NextDest = nextArea;
                }
                else
                {
                    NextDest = new ZoneLoc(1, new SegLoc(-1, 1));
                }
            }

            TotalAdventures++;

            foreach (Character character in ActiveTeam.Players)
            {
                character.Dead = false;
                character.FullRestore();
            }
            foreach (Character character in ActiveTeam.Assembly)
            {
                character.Dead = false;
                character.FullRestore();
            }
            MidAdventure = false;
            ClearDungeonItems();
            //clear rescue status
            Rescue = null;

            //merge back the team if the dungeon was level-limited
            yield return(CoroutineManager.Instance.StartCoroutine(RestoreLevel()));

            //save the result to the main file
            if (Stakes != DungeonStakes.None)
            {
                GameState    state    = DataManager.Instance.LoadMainGameState();
                MainProgress mainSave = state.Save as MainProgress;
                mainSave.MergeDataTo(this);
                DataManager.Instance.SaveMainGameState();
            }
            else
            {
                GameState    state    = DataManager.Instance.LoadMainGameState();
                MainProgress mainSave = state.Save as MainProgress;
                mainSave.MergeDataTo(mainSave);
                DataManager.Instance.SetProgress(state.Save);
                DataManager.Instance.Save.NextDest = NextDest;
            }

            MenuBase.Transparent = false;

            if (recorded && display)
            {
                GameProgress ending = DataManager.Instance.GetRecord(DataManager.REPLAY_PATH + recordFile);

                if (fanfare)
                {
                    if (result != ResultType.Cleared && result != ResultType.Escaped && result != ResultType.Rescue)
                    {
                        GameManager.Instance.Fanfare("Fanfare/MissionFail");
                    }
                    else
                    {
                        GameManager.Instance.Fanfare("Fanfare/MissionClear");
                    }
                }
                else
                {
                    GameManager.Instance.SE("Menu/Skip");
                }

                FinalResultsMenu menu = new FinalResultsMenu(ending);
                yield return(CoroutineManager.Instance.StartCoroutine(MenuManager.Instance.ProcessMenuCoroutine(menu)));
            }

            yield return(new WaitForFrames(20));
        }