Track LocalMods as part of monolith
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using Barotrauma;
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using Microsoft.Xna.Framework;
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using MoreLevelContent.Shared.Data;
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using System.Collections.Generic;
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using System.Linq;
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namespace MoreLevelContent.Missions
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{
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// Shared
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internal partial class TriangulationMission : Mission
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{
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private readonly LocalizedString sonarLabel0;
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private readonly LocalizedString sonarLabel1;
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private readonly LocalizedString sonarLabel2;
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private LevelData levelData;
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public TriangulationMission(MissionPrefab prefab, Location[] locations, Submarine sub) : base(prefab, locations, sub)
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{
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sonarLabel0 = TextManager.Get("tri-point-1");
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sonarLabel1 = TextManager.Get("tri-point-1");
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sonarLabel2 = TextManager.Get("tri-point-1");
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LevelData levelData = locations[0].Connections.Where(c => c.Locations.Contains(locations[1])).FirstOrDefault()?.LevelData ?? locations[0]?.LevelData;
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if (levelData != null)
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{
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SetLevel(levelData);
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}
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}
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//public override bool DetermineCompleted() => false;
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public override bool DetermineCompleted(CampaignMode.TransitionType transitionType) => false;
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public override IEnumerable<(LocalizedString Label, Vector2 Position)> SonarLabels => base.SonarLabels;
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public override void SetLevel(LevelData level)
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{
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if (levelData != null)
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{
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//level already set
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return;
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}
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levelData = level;
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switch (level.MLC().TriangulationTarget)
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{
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case TriangulationTarget.None:
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break;
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case TriangulationTarget.MapFeature:
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break;
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case TriangulationTarget.PirateBase:
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break;
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case TriangulationTarget.Treasure:
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break;
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default:
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break;
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}
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}
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}
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}
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