Search and destroy mission

Featuring ugly code
This commit is contained in:
juanjp600
2016-09-26 22:09:06 -03:00
parent 790212a20b
commit 344947c3c4
16 changed files with 398 additions and 66 deletions
@@ -8,9 +8,8 @@ using System.Xml.Linq;
namespace Barotrauma
{
class CargoMission : Mission
class CargoMission : Mission, SinglePlayerMission
{
private XElement itemConfig;
private List<Item> items;
@@ -0,0 +1,218 @@
using System;
using Barotrauma;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Xml.Linq;
namespace Barotrauma
{
class CombatMission : Mission
{
public Submarine TeamASub = null;
public List<Character> TeamACrew = new List<Character>();
public Submarine TeamBSub = null;
public List<Character> TeamBCrew = new List<Character>();
int state = 0;
string winner; string loser;
public override string SuccessMessage
{
get { return successMessage.Replace("[loser]",loser).Replace("[winner]",winner); }
}
public CombatMission(XElement element)
: base(element)
{
}
public override bool AssignClientIDs(List<Client> clients)
{
List<Client> randList = new List<Client>(clients);
for (int i = 0; i < randList.Count; i++)
{
Client a = randList[i];
int oi = Rand.Range(0, randList.Count - 1);
Client b = randList[oi];
randList[i] = b;
randList[oi] = a;
}
int halfPlayers = randList.Count / 2;
for (int i = 0; i < randList.Count; i++)
{
if (i < halfPlayers)
{
randList[i].TeamID = 0;
}
else
{
randList[i].TeamID = 1;
}
}
return true;
}
public override void Start(Level level)
{
if (GameMain.Server != null)
{
GameMain.Server.AllowRespawn = false;
}
Items.Components.Radar.StartMarker = Locations[0];
Items.Components.Radar.EndMarker = Locations[1];
TeamASub = Submarine.MainSubs[0];
TeamBSub = Submarine.MainSubs[1];
TeamBSub.SetPosition(Level.Loaded.EndPosition - new Vector2(0.0f, 2000.0f));
for (int i = 0; i < Character.CharacterList.Count; i++)
{
if (Character.CharacterList[i].TeamID==0)
{
TeamACrew.Add(Character.CharacterList[i]);
}
else
{
TeamBCrew.Add(Character.CharacterList[i]);
}
}
}
public override void Update(float deltaTime)
{
if (TeamACrew.Count == 0 && TeamBCrew.Count == 0)
{
for (int i = 0; i < Character.CharacterList.Count; i++)
{
if (Character.CharacterList[i].TeamID == 0)
{
TeamACrew.Add(Character.CharacterList[i]);
}
else
{
TeamBCrew.Add(Character.CharacterList[i]);
}
}
}
if (GameMain.Server != null)
{
GameMain.Server.AllowRespawn = false;
}
bool ADead = true;
foreach (Character c in TeamACrew)
{
if (!c.IsDead)
{
ADead = false; break;
}
}
bool BDead = true;
foreach (Character c in TeamBCrew)
{
if (!c.IsDead)
{
BDead = false; break;
}
}
if (BDead && !ADead)
{
winner = Locations[0];
loser = Locations[1];
if (state==0)
{
ShowMessage(1);
state = 1;
}
}
if (ADead && !BDead)
{
winner = Locations[1];
loser = Locations[0];
if (state == 0)
{
ShowMessage(0);
state = 1;
}
}
if ((TeamBSub != null && TeamBSub.AtEndPosition) || (TeamASub != null && TeamASub.AtEndPosition))
{
if (ADead && !BDead)
{
//team B wins!
if (GameMain.Server!=null) GameMain.Server.EndGame();
}
}
if ((TeamASub != null && TeamASub.AtStartPosition) || (TeamBSub != null && TeamBSub.AtStartPosition))
{
if (BDead && !ADead)
{
//team A wins!
if (GameMain.Server != null) GameMain.Server.EndGame();
}
}
}
public override void End()
{
bool ADead = true;
foreach (Character c in TeamACrew)
{
if (!c.IsDead && !c.IsUnconscious)
{
ADead = false; break;
}
}
bool BDead = true;
foreach (Character c in TeamBCrew)
{
if (!c.IsDead && !c.IsUnconscious)
{
BDead = false; break;
}
}
if (BDead && !ADead)
{
winner = Locations[0];
loser = Locations[1];
}
if (ADead && !BDead)
{
winner = Locations[1];
loser = Locations[0];
}
if ((TeamBSub != null && TeamBSub.AtEndPosition) || (TeamASub != null && TeamASub.AtEndPosition))
{
if (ADead && !BDead)
{
//team B wins!
GiveReward();
completed = true;
}
}
if ((TeamASub != null && TeamASub.AtStartPosition) || (TeamBSub != null && TeamBSub.AtStartPosition))
{
if (BDead && !ADead)
{
//team A wins!
GiveReward();
completed = true;
}
}
}
}
}
+21 -5
View File
@@ -27,6 +27,8 @@ namespace Barotrauma
private int reward;
protected string[] Locations = new string[2];
public string Name
{
get { return name; }
@@ -57,7 +59,7 @@ namespace Barotrauma
get { return Vector2.Zero; }
}
public string SuccessMessage
virtual public string SuccessMessage
{
get { return successMessage; }
}
@@ -111,7 +113,7 @@ namespace Barotrauma
}
}
public static Mission LoadRandom(Location[] locations, MTRandom rand, string missionType = "")
public static Mission LoadRandom(Location[] locations, MTRandom rand, string missionType = "", bool isSinglePlayer = false)
{
missionType = missionType.ToLowerInvariant();
@@ -182,22 +184,29 @@ namespace Barotrauma
DebugConsole.ThrowError("Error in " + configFile + "! Could not find a mission class of the type \"" + type + "\".");
continue;
}
if (isSinglePlayer && t.GetInterface("Barotrauma.SinglePlayerMission")==null) continue;
ConstructorInfo constructor = t.GetConstructor(new[] { typeof(XElement) });
object instance = constructor.Invoke(new object[] { element });
Mission mission = (Mission)instance;
for (int n = 0; n<2; n++)
{
mission.Locations[n] = locations[n].Name;
mission.description = mission.description.Replace("[location"+(n+1)+"]", locations[n].Name);
mission.successMessage = mission.successMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
mission.failureMessage = mission.failureMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
for (int m=0;m<mission.messages.Count;m++)
{
mission.messages[m] = mission.messages[m].Replace("[location" + (n + 1) + "]", locations[n].Name);
}
}
return mission;
}
@@ -212,6 +221,8 @@ namespace Barotrauma
public virtual void Update(float deltaTime) { }
public virtual bool AssignClientIDs(List<Networking.Client> clients) { return false; }
public void ShowMessage(int index)
{
if (index >= headers.Count && index >= messages.Count) return;
@@ -242,4 +253,9 @@ namespace Barotrauma
mode.Money += reward;
}
}
interface SinglePlayerMission
{
//all valid single player missions should inherit this
}
}
@@ -5,7 +5,7 @@ using System.Xml.Linq;
namespace Barotrauma
{
class MonsterMission : Mission
class MonsterMission : Mission, SinglePlayerMission
{
private string monsterFile;
@@ -8,7 +8,7 @@ using System.Xml.Linq;
namespace Barotrauma
{
class SalvageMission : Mission
class SalvageMission : Mission, SinglePlayerMission
{
private ItemPrefab itemPrefab;