Cargo missions, a menu that shows the mission description mid-round
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@@ -0,0 +1,203 @@
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class Mission
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{
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private static List<Mission> list = new List<Mission>();
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private string name;
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private string description;
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protected bool completed;
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protected string successMessage;
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protected string failureMessage;
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protected string radarLabel;
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protected List<string> headers;
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protected List<string> messages;
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private int reward;
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public string Name
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{
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get { return name; }
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}
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public string Description
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{
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get { return description; }
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}
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public int Reward
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{
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get { return reward; }
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}
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public bool Completed
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{
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get { return completed; }
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}
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public virtual string RadarLabel
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{
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get { return radarLabel; }
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}
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public virtual Vector2 RadarPosition
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{
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get { return Vector2.Zero; }
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}
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public string SuccessMessage
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{
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get { return successMessage; }
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}
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public string FailureMessage
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{
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get { return failureMessage; }
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}
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public Mission(XElement element)
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{
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name = ToolBox.GetAttributeString(element, "name", "");
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description = ToolBox.GetAttributeString(element, "description", "");
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reward = ToolBox.GetAttributeInt(element, "reward", 1);
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successMessage = ToolBox.GetAttributeString(element, "successmessage",
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"Mission completed successfully");
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failureMessage = ToolBox.GetAttributeString(element, "failuremessage",
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"Mission failed");
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radarLabel = ToolBox.GetAttributeString(element, "radarlabel", "");
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messages = new List<string>();
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headers = new List<string>();
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLower() != "message") continue;
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headers.Add(ToolBox.GetAttributeString(subElement, "header", ""));
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messages.Add(ToolBox.GetAttributeString(subElement, "text", ""));
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}
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}
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public static Mission LoadRandom(Location[] locations, Random rand)
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{
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var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.Missions);
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string configFile = files[rand.Next(files.Count)];
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XDocument doc = ToolBox.TryLoadXml(configFile);
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if (doc == null) return null;
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int eventCount = doc.Root.Elements().Count();
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//int[] commonness = new int[eventCount];
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float[] eventProbability = new float[eventCount];
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float probabilitySum = 0.0f;
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int i = 0;
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foreach (XElement element in doc.Root.Elements())
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{
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eventProbability[i] = ToolBox.GetAttributeInt(element, "commonness", 1);
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probabilitySum += eventProbability[i];
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i++;
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}
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float randomNumber = (float)rand.NextDouble() * probabilitySum;
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i = 0;
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foreach (XElement element in doc.Root.Elements())
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{
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if (randomNumber <= eventProbability[i])
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{
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Type t;
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string type = element.Name.ToString();
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try
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{
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t = Type.GetType("Barotrauma." + type, true, true);
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if (t == null)
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{
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DebugConsole.ThrowError("Error in " + configFile + "! Could not find a mission class of the type ''" + type + "''.");
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continue;
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}
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}
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catch
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{
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DebugConsole.ThrowError("Error in " + configFile + "! Could not find a mission class of the type ''" + type + "''.");
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continue;
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}
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ConstructorInfo constructor = t.GetConstructor(new[] { typeof(XElement) });
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object instance = constructor.Invoke(new object[] { element });
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Mission mission = (Mission)instance;
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for (int n = 0; n<2; n++)
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{
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mission.description = mission.description.Replace("[location"+(n+1)+"]", locations[n].Name);
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mission.successMessage = mission.successMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
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mission.failureMessage = mission.failureMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
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}
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return mission;
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}
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randomNumber -= eventProbability[i];
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i++;
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}
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return null;
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}
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public virtual void Start(Level level) { }
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public virtual void Update(float deltaTime) { }
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public void ShowMessage(int index)
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{
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if (index >= headers.Count && index >= messages.Count) return;
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string header = index < headers.Count ? headers[index] : "";
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string message = index < messages.Count ? messages[index] : "";
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Barotrauma.Networking.GameServer.Log("Mission info: " + header + " - " + message, Color.Cyan);
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new GUIMessageBox(header, message);
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}
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/// <summary>
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/// End the mission and give a reward if it was completed successfully
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/// </summary>
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public virtual void End()
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{
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completed = true;
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GiveReward();
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}
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public void GiveReward()
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{
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var mode = GameMain.GameSession.gameMode as SinglePlayerMode;
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if (mode == null) return;
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mode.Money += reward;
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}
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}
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}
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