Search and destroy mission
Featuring ugly code
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@@ -27,6 +27,8 @@ namespace Barotrauma
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private int reward;
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protected string[] Locations = new string[2];
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public string Name
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{
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get { return name; }
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@@ -57,7 +59,7 @@ namespace Barotrauma
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get { return Vector2.Zero; }
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}
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public string SuccessMessage
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virtual public string SuccessMessage
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{
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get { return successMessage; }
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}
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@@ -111,7 +113,7 @@ namespace Barotrauma
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}
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}
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public static Mission LoadRandom(Location[] locations, MTRandom rand, string missionType = "")
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public static Mission LoadRandom(Location[] locations, MTRandom rand, string missionType = "", bool isSinglePlayer = false)
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{
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missionType = missionType.ToLowerInvariant();
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@@ -182,22 +184,29 @@ namespace Barotrauma
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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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if (isSinglePlayer && t.GetInterface("Barotrauma.SinglePlayerMission")==null) continue;
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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.Locations[n] = locations[n].Name;
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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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for (int m=0;m<mission.messages.Count;m++)
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{
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mission.messages[m] = mission.messages[m].Replace("[location" + (n + 1) + "]", locations[n].Name);
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}
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}
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return mission;
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}
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@@ -212,6 +221,8 @@ namespace Barotrauma
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public virtual void Update(float deltaTime) { }
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public virtual bool AssignClientIDs(List<Networking.Client> clients) { return false; }
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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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@@ -242,4 +253,9 @@ namespace Barotrauma
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mode.Money += reward;
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}
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}
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interface SinglePlayerMission
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{
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//all valid single player missions should inherit this
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}
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}
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