BTGame mirrors RPGame - same GameStateData/state-machine/NetworkScan engine driving each pod's MungaGame (take ownership, stream egg on WaitingForEgg, Run/Abort/Stop, countdown) - with the BT differences: ApplicationID.BTL4, a pilots grid carrying Mech/Camo/Patch/Badge/Experience, an Advanced Damage checkbox in place of RP's Score Compression, and the Mech* in-match messages recorded via BTMissionRecorder into BTMissionResults (.btm, gzip + BinaryFormatter like .rpm; scores are 1000-based like RP). Free For All and No Return share the pane; the mode selects the pilots' role. BTDefaults persists per-mode operator defaults to BTDefaults.btd (no dialog yet). RPGame's dead decompile members (sStopToIdleStates, IsAllPodsAppState) were not carried over. TeslaConsoleForm no longer assumes RP: the "AppID != 0 -> Pod Not Running RP" check becomes a GameTag map (RPL4 -> RP, BTL4 -> BT, otherwise Unknown Pod Application) feeding the per-game status strings, and the Games menu gains BattleTech: Free For All / No Return. Deferred to phase 4: mech/arena art, BT defaults dialog, BT score-sheet print document, Apps.xml BT411 product, live-pod verification. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
108 lines
2.9 KiB
C#
108 lines
2.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO.Compression;
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using System.Runtime.Serialization.Formatters.Binary;
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namespace TeslaConsole.BattleTech;
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/// <summary>
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/// The recorded outcome of one BattleTech mission, saved as a gzip'd
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/// BinaryFormatter blob (.btm) exactly like the RP .rpm mechanism. Mirrors
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/// <c>RPMissionResults</c> minus the football branches; the score-sheet print
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/// document (RPPrintDocument's counterpart) is deferred until a real BT match
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/// has been recorded to design it against.
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/// </summary>
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[Serializable]
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internal class BTMissionResults
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{
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private BTMission mMission;
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internal DateTime mMissionStart;
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internal TimeSpan mActuallMissionTime;
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internal readonly List<BTMissionEvent> mEvents = new List<BTMissionEvent>();
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internal readonly Dictionary<BTPlayer, int> mFinalScores = new Dictionary<BTPlayer, int>();
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public BTMission Mission => mMission;
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public DateTime MissionStart => mMissionStart;
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public TimeSpan ActuallMissionTime => mActuallMissionTime;
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public IEnumerable<BTMissionEvent> Events => mEvents;
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internal BTMissionResults(BTMission mission)
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{
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mMission = mission;
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}
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public static string GetBTMissionsDirectory()
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{
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string text = Path.Combine(Program.GetCommonAppDataDirectory(), "BT Missions");
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if (!Directory.Exists(text))
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{
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Directory.CreateDirectory(text);
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}
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return text;
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}
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public static BTMissionResults Load(string file)
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{
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using GZipStream gZipStream = new GZipStream(File.OpenRead(file), CompressionMode.Decompress);
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BinaryFormatter binaryFormatter = new BinaryFormatter();
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BTMissionResults result = (BTMissionResults)binaryFormatter.Deserialize(gZipStream);
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gZipStream.Close();
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return result;
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}
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public void Save()
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{
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string path = Path.Combine(GetBTMissionsDirectory(), mMissionStart.ToString("yyyy-MM-dd HH-mm-ss.ffff") + ".btm");
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using GZipStream gZipStream = new GZipStream(File.OpenWrite(path), CompressionMode.Compress);
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BinaryFormatter binaryFormatter = new BinaryFormatter();
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binaryFormatter.Serialize(gZipStream, this);
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gZipStream.Close();
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}
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public int GetScore(BTPlayer player)
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{
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return GetScore(player, TimeSpan.MaxValue);
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}
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public int GetScore(BTPlayer player, TimeSpan gameTime)
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{
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if (gameTime == TimeSpan.MaxValue && mFinalScores.ContainsKey(player))
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{
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return mFinalScores[player];
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}
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int result = 1000;
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TimeSpan timeSpan = TimeSpan.MinValue;
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foreach (BTMissionEvent mEvent in mEvents)
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{
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if (mEvent is BTScoreUpdateEvent && mEvent.ReportingPilot == player && mEvent.GameTime > timeSpan && mEvent.GameTime <= gameTime)
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{
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result = ((BTScoreUpdateEvent)mEvent).Score;
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timeSpan = mEvent.GameTime;
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}
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}
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return result;
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}
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public int GetFinalPlace(BTPlayer player)
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{
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int num = 1;
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int score = GetScore(player, TimeSpan.MaxValue);
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foreach (BTPlayer player2 in mMission.Players)
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{
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if (player2 != player && GetScore(player2, TimeSpan.MaxValue) > score)
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{
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num++;
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}
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}
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return num;
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}
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}
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