Unstable 0.16.3.0

This commit is contained in:
Markus Isberg
2022-02-10 02:52:08 +09:00
parent 6814a11520
commit 2190fe08ef
115 changed files with 993 additions and 453 deletions
@@ -1,3 +1,4 @@
using Barotrauma.Extensions;
using Barotrauma.Networking;
namespace Barotrauma
@@ -20,6 +21,9 @@ namespace Barotrauma
}
}
public override bool IsAtCompletionState => State > 0 && requireRescue.None();
public override bool IsAtFailureState => State == HostagesKilledState;
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);
@@ -4,6 +4,9 @@ namespace Barotrauma
{
partial class AlienRuinMission : Mission
{
public override bool IsAtCompletionState => State > 0;
public override bool IsAtFailureState => false;
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);
@@ -0,0 +1,8 @@
namespace Barotrauma
{
partial class BeaconMission : Mission
{
public override bool IsAtCompletionState => false;
public override bool IsAtFailureState => false;
}
}
@@ -5,6 +5,9 @@ namespace Barotrauma
{
partial class CargoMission : Mission
{
public override bool IsAtCompletionState => false;
public override bool IsAtFailureState => false;
public override string GetMissionRewardText(Submarine sub)
{
string rewardText = TextManager.GetWithVariable("currencyformat", "[credits]", string.Format(CultureInfo.InvariantCulture, "{0:N0}", GetReward(sub)));
@@ -20,5 +20,8 @@ namespace Barotrauma
return descriptions[GameMain.Client.Character.TeamID == CharacterTeamType.Team1 ? 1 : 2];
}
}
public override bool IsAtCompletionState => false;
public override bool IsAtFailureState => false;
}
}
@@ -4,6 +4,9 @@ namespace Barotrauma
{
partial class EscortMission : Mission
{
public override bool IsAtCompletionState => false;
public override bool IsAtFailureState => State == 1;
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);
@@ -0,0 +1,8 @@
namespace Barotrauma
{
partial class GoToMission : Mission
{
public override bool IsAtCompletionState => false;
public override bool IsAtFailureState => false;
}
}
@@ -1,15 +1,14 @@
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
partial class MineralMission : Mission
{
public override bool IsAtCompletionState => false;
public override bool IsAtFailureState => false;
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);
@@ -19,6 +19,15 @@ namespace Barotrauma
public virtual IEnumerable<Entity> HudIconTargets => Enumerable.Empty<Entity>();
/// <summary>
/// State at which the only thing left to do is to reach the end of the level. Use for UI references.
/// </summary>
public abstract bool IsAtCompletionState { get; }
/// <summary>
/// State at which the mission cannot be completed anymore. Use for UI references.
/// </summary>
public abstract bool IsAtFailureState { get; }
public Color GetDifficultyColor()
{
int v = Difficulty ?? MissionPrefab.MinDifficulty;
@@ -4,6 +4,9 @@ namespace Barotrauma
{
partial class MonsterMission : Mission
{
public override bool IsAtCompletionState => State > 0;
public override bool IsAtFailureState => false;
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);
@@ -6,6 +6,9 @@ namespace Barotrauma
{
partial class NestMission : Mission
{
public override bool IsAtCompletionState => State > 0 && !requireDelivery;
public override bool IsAtFailureState => false;
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);
@@ -4,6 +4,9 @@ namespace Barotrauma
{
partial class PirateMission : Mission
{
public override bool IsAtCompletionState => State > 1;
public override bool IsAtFailureState => false;
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);
@@ -5,6 +5,9 @@ namespace Barotrauma
{
partial class SalvageMission : Mission
{
public override bool IsAtCompletionState => false;
public override bool IsAtFailureState => false;
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);
@@ -1,5 +1,4 @@
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
@@ -23,6 +22,9 @@ namespace Barotrauma
}
}
public override bool IsAtCompletionState => false;
public override bool IsAtFailureState => false;
public override void ClientReadInitial(IReadMessage msg)
{
base.ClientReadInitial(msg);