Mission refactoring (mission prefabs) and option to select which types of missions can be selected when mission type is set to random (TODO: a way to set the allowed types from the UI).

This commit is contained in:
Joonas Rikkonen
2018-05-17 23:45:29 +03:00
parent 244acd3ec5
commit f931d81aed
15 changed files with 273 additions and 191 deletions

View File

@@ -6,10 +6,10 @@ namespace Barotrauma
{
public void ShowMessage(int index)
{
if (index >= headers.Count && index >= messages.Count) return;
if (index >= Headers.Count && index >= Messages.Count) return;
string header = index < headers.Count ? headers[index] : "";
string message = index < messages.Count ? messages[index] : "";
string header = index < Headers.Count ? Headers[index] : "";
string message = index < Messages.Count ? Messages[index] : "";
GameServer.Log(TextManager.Get("MissionInfo") + ": " + header + " - " + message, ServerLog.MessageType.ServerMessage);

View File

@@ -256,7 +256,7 @@ namespace Barotrauma
TitleScreen.LoadState = 2.0f;
yield return CoroutineStatus.Running;
Mission.Init();
MissionPrefab.Init();
MapEntityPrefab.Init();
LevelGenerationParams.LoadPresets();
TitleScreen.LoadState = 10.0f;

View File

@@ -691,6 +691,7 @@ namespace Barotrauma.Networking
string shuttleHash = inc.ReadString();
string modeName = inc.ReadString();
int missionIndex = inc.ReadInt16();
bool respawnAllowed = inc.ReadBoolean();
bool loadSecondSub = inc.ReadBoolean();
@@ -750,7 +751,7 @@ namespace Barotrauma.Networking
if (campaign == null)
{
GameMain.GameSession = new GameSession(GameMain.NetLobbyScreen.SelectedSub, "", gameMode, Mission.MissionTypes[missionTypeIndex]);
GameMain.GameSession = new GameSession(GameMain.NetLobbyScreen.SelectedSub, "", gameMode, missionIndex < 0 ? null : MissionPrefab.List[missionIndex]);
GameMain.GameSession.StartRound(levelSeed, loadSecondSub);
}
else
@@ -883,7 +884,7 @@ namespace Barotrauma.Networking
bool allowSpectating = inc.ReadBoolean();
YesNoMaybe traitorsEnabled = (YesNoMaybe)inc.ReadRangedInteger(0, 2);
int missionTypeIndex = inc.ReadRangedInteger(0, Mission.MissionTypes.Count - 1);
int missionTypeIndex = inc.ReadRangedInteger(0, MissionPrefab.MissionTypes.Count - 1);
int modeIndex = inc.ReadByte();
string levelSeed = inc.ReadString();

View File

@@ -688,9 +688,9 @@ namespace Barotrauma
public void SetMissionType(int missionTypeIndex)
{
if (missionTypeIndex < 0 || missionTypeIndex >= Mission.MissionTypes.Count) return;
if (missionTypeIndex < 0 || missionTypeIndex >= MissionPrefab.MissionTypes.Count) return;
missionTypeBlock.GetChild<GUITextBlock>().Text = Mission.MissionTypes[missionTypeIndex];
missionTypeBlock.GetChild<GUITextBlock>().Text = MissionPrefab.MissionTypes[missionTypeIndex];
missionTypeBlock.UserData = missionTypeIndex;
}
@@ -701,8 +701,8 @@ namespace Barotrauma
int missionTypeIndex = (int)missionTypeBlock.UserData;
missionTypeIndex += (int)userData;
if (missionTypeIndex < 0) missionTypeIndex = Mission.MissionTypes.Count - 1;
if (missionTypeIndex >= Mission.MissionTypes.Count) missionTypeIndex = 0;
if (missionTypeIndex < 0) missionTypeIndex = MissionPrefab.MissionTypes.Count - 1;
if (missionTypeIndex >= MissionPrefab.MissionTypes.Count) missionTypeIndex = 0;
SetMissionType(missionTypeIndex);

View File

@@ -1471,6 +1471,7 @@
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\CharacterInfo.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\CharacterNetworking.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\DamageModifier.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Events\Missions\MissionPrefab.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\StatusEffects\DelayedEffect.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\HuskInfection.cs" />
<Compile Include="$(MSBuildThisFileDirectory)Source\Characters\Jobs\Job.cs" />

View File

@@ -13,12 +13,12 @@ namespace Barotrauma
private int requiredDeliveryAmount;
public CargoMission(XElement element, Location[] locations)
: base(element, locations)
public CargoMission(MissionPrefab prefab, Location[] locations)
: base(prefab, locations)
{
itemConfig = element.Element("Items");
itemConfig = prefab.ConfigElement.Element("Items");
requiredDeliveryAmount = element.GetAttributeInt("requireddeliveryamount", 0);
requiredDeliveryAmount = prefab.ConfigElement.GetAttributeInt("requireddeliveryamount", 0);
}
private void InitItems()

View File

@@ -47,20 +47,20 @@ namespace Barotrauma
{
if (winner == -1) return "";
return successMessage
return SuccessMessage
.Replace("[loser]", teamNames[1 - winner])
.Replace("[winner]", teamNames[winner]);
}
}
public CombatMission(XElement element, Location[] locations)
: base(element, locations)
public CombatMission(MissionPrefab prefab, Location[] locations)
: base(prefab, locations)
{
descriptions = new string[]
{
element.GetAttributeString("descriptionneutral", ""),
element.GetAttributeString("description1", ""),
element.GetAttributeString("description2", "")
prefab.ConfigElement.GetAttributeString("descriptionneutral", ""),
prefab.ConfigElement.GetAttributeString("description1", ""),
prefab.ConfigElement.GetAttributeString("description2", "")
};
for (int i = 0; i < descriptions.Length; i++)
@@ -73,8 +73,8 @@ namespace Barotrauma
teamNames = new string[]
{
element.GetAttributeString("teamname1", "Team A"),
element.GetAttributeString("teamname2", "Team B")
prefab.ConfigElement.GetAttributeString("teamname1", "Team A"),
prefab.ConfigElement.GetAttributeString("teamname2", "Team B")
};
}

View File

@@ -1,45 +1,18 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using System.Xml.Linq;
namespace Barotrauma
{
partial class Mission
{
public static List<string> MissionTypes = new List<string>() { "Random" };
private string name;
private string description;
{
protected bool completed;
protected string successMessage;
protected string failureMessage;
private readonly MissionPrefab prefab;
protected string radarLabel;
protected List<string> headers;
protected List<string> messages;
private int reward;
public string Name
{
get { return name; }
}
public virtual string Description
{
get { return description; }
}
public int Reward
{
get { return reward; }
get { return prefab.Name; }
}
public bool Completed
@@ -48,109 +21,101 @@ namespace Barotrauma
set { completed = value; }
}
public int Reward
{
get { return prefab.Reward; }
}
public virtual bool AllowRespawn
{
get { return true; }
}
public virtual string RadarLabel
{
get { return radarLabel; }
}
public virtual Vector2 RadarPosition
{
get { return Vector2.Zero; }
}
virtual public string SuccessMessage
public string RadarLabel
{
get { return successMessage; }
get { return prefab.RadarLabel; }
}
public List<string> Headers
{
get; private set;
}
public List<string> Messages
{
get; private set;
}
public virtual string SuccessMessage
{
get;
protected set;
}
public string FailureMessage
{
get { return failureMessage; }
get;
protected set;
}
public static void Init()
public virtual string Description
{
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.Missions);
foreach (string file in files)
{
XDocument doc = XMLExtensions.TryLoadXml(file);
if (doc == null || doc.Root == null) continue;
foreach (XElement element in doc.Root.Elements())
{
string missionTypeName = element.Name.ToString();
missionTypeName = missionTypeName.Replace("Mission", "");
if (!MissionTypes.Contains(missionTypeName)) MissionTypes.Add(missionTypeName);
}
}
get;
protected set;
}
public Mission(XElement element, Location[] locations)
public MissionPrefab Prefab
{
name = element.GetAttributeString("name", "");
get { return prefab; }
}
public Mission(MissionPrefab prefab, Location[] locations)
{
System.Diagnostics.Debug.Assert(locations.Length == 2);
description = element.GetAttributeString("description", "");
this.prefab = prefab;
reward = element.GetAttributeInt("reward", 1);
successMessage = element.GetAttributeString("successmessage",
"Mission completed successfully");
failureMessage = element.GetAttributeString("failuremessage",
"Mission failed");
radarLabel = element.GetAttributeString("radarlabel", "");
messages = new List<string>();
headers = new List<string>();
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "message") continue;
headers.Add(subElement.GetAttributeString("header", ""));
messages.Add(subElement.GetAttributeString("text", ""));
}
Description = prefab.Description;
SuccessMessage = prefab.SuccessMessage;
FailureMessage = prefab.FailureMessage;
Headers = new List<string>(prefab.Headers);
Messages = new List<string>(prefab.Messages);
for (int n = 0; n < 2; n++)
{
description = description.Replace("[location" + (n + 1) + "]", locations[n].Name);
successMessage = successMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
failureMessage = failureMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
for (int m = 0; m < messages.Count; m++)
Description = Description.Replace("[location" + (n + 1) + "]", locations[n].Name);
SuccessMessage = SuccessMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
FailureMessage = FailureMessage.Replace("[location" + (n + 1) + "]", locations[n].Name);
for (int m = 0; m < Messages.Count; m++)
{
messages[m] = messages[m].Replace("[location" + (n + 1) + "]", locations[n].Name);
Messages[m] = Messages[m].Replace("[location" + (n + 1) + "]", locations[n].Name);
}
}
}
public static Mission LoadRandom(Location[] locations, string seed, string missionType = "", bool isSinglePlayer = false)
{
return LoadRandom(locations, new MTRandom(ToolBox.StringToInt(seed)), missionType, isSinglePlayer);
}
public static Mission LoadRandom(Location[] locations, MTRandom rand, string missionType = "", bool isSinglePlayer = false)
{
//todo: use something else than strings to define the mission type
missionType = missionType.ToLowerInvariant();
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.Missions);
string configFile = files[rand.Next(files.Count)];
XDocument doc = XMLExtensions.TryLoadXml(configFile);
if (doc == null) return null;
int eventCount = doc.Root.Elements().Count();
//int[] commonness = new int[eventCount];
float[] eventProbability = new float[eventCount];
float probabilitySum = 0.0f;
List<XElement> matchingElements = new List<XElement>();
List<MissionPrefab> allowedMissions = new List<MissionPrefab>();
if (missionType == "random")
{
matchingElements = doc.Root.Elements().ToList();
allowedMissions.AddRange(MissionPrefab.List);
if (GameMain.Server != null)
{
allowedMissions.RemoveAll(mission => !GameMain.Server.AllowedRandomMissionTypes.Any(a => mission.TypeMatches(a)));
}
}
else if (missionType == "none")
{
@@ -158,68 +123,31 @@ namespace Barotrauma
}
else if (string.IsNullOrWhiteSpace(missionType))
{
matchingElements = doc.Root.Elements().ToList();
allowedMissions.AddRange(MissionPrefab.List);
}
else
{
matchingElements = doc.Root.Elements().ToList().FindAll(m => m.Name.ToString().ToLowerInvariant().Replace("mission", "") == missionType);
allowedMissions = MissionPrefab.List.FindAll(m => m.Name.ToString().ToLowerInvariant().Replace("mission", "") == missionType);
}
if (isSinglePlayer)
{
matchingElements.RemoveAll(m => m.GetAttributeBool("multiplayeronly", false));
allowedMissions.RemoveAll(m => m.MultiplayerOnly);
}
else
{
matchingElements.RemoveAll(m => m.GetAttributeBool("singleplayeronly", false));
allowedMissions.RemoveAll(m => m.SingleplayerOnly);
}
int i = 0;
foreach (XElement element in matchingElements)
{
eventProbability[i] = element.GetAttributeInt("commonness", 1);
probabilitySum += eventProbability[i];
i++;
}
float probabilitySum = allowedMissions.Sum(m => m.Commonness);
float randomNumber = (float)rand.NextDouble() * probabilitySum;
i = 0;
foreach (XElement element in matchingElements)
foreach (MissionPrefab missionPrefab in allowedMissions)
{
if (randomNumber <= eventProbability[i])
if (randomNumber <= missionPrefab.Commonness)
{
Type t;
string type = element.Name.ToString();
try
{
t = Type.GetType("Barotrauma." + type, true, true);
if (t == null)
{
DebugConsole.ThrowError("Error in " + configFile + "! Could not find a mission class of the type \"" + type + "\".");
continue;
}
}
catch
{
DebugConsole.ThrowError("Error in " + configFile + "! Could not find a mission class of the type \"" + type + "\".");
continue;
}
ConstructorInfo constructor = t.GetConstructor(new[] { typeof(XElement), typeof(Location[]) });
object instance = constructor.Invoke(new object[] { element, locations });
Mission mission = (Mission)instance;
return mission;
return missionPrefab.Instantiate(locations);
}
randomNumber -= eventProbability[i];
i++;
randomNumber -= missionPrefab.Commonness;
}
return null;
@@ -251,7 +179,7 @@ namespace Barotrauma
var mode = GameMain.GameSession.GameMode as CampaignMode;
if (mode == null) return;
mode.Money += reward;
mode.Money += Reward;
}
}
}

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@@ -0,0 +1,118 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Xml.Linq;
namespace Barotrauma
{
class MissionPrefab
{
public static List<MissionPrefab> List = new List<MissionPrefab>();
public static List<string> MissionTypes = new List<string>() { "Random" };
private string name;
public string Name
{
get { return name; }
}
private Type missionType;
private ConstructorInfo constructor;
public virtual string Description { get; private set; }
public bool MultiplayerOnly { get; private set; }
public bool SingleplayerOnly { get; private set; }
public float Commonness { get; private set; }
public int Reward { get; private set; }
public string RadarLabel { get; private set; }
public List<string> Headers { get; private set; }
public List<string> Messages { get; private set; }
public string SuccessMessage { get; private set; }
public string FailureMessage { get; private set; }
public XElement ConfigElement { get; private set; }
public static void Init()
{
var files = GameMain.SelectedPackage.GetFilesOfType(ContentType.Missions);
foreach (string file in files)
{
XDocument doc = XMLExtensions.TryLoadXml(file);
if (doc?.Root == null) continue;
foreach (XElement element in doc.Root.Elements())
{
string missionTypeName = element.Name.ToString();
missionTypeName = missionTypeName.Replace("Mission", "");
List.Add(new MissionPrefab(element));
if (!MissionTypes.Contains(missionTypeName)) MissionTypes.Add(missionTypeName);
}
}
}
public MissionPrefab(XElement element)
{
ConfigElement = element;
name = element.GetAttributeString("name", "");
Description = element.GetAttributeString("description", "");
Commonness = element.GetAttributeFloat("commonness", 1.0f);
SingleplayerOnly = element.GetAttributeBool("singleplayeronly", false);
MultiplayerOnly = element.GetAttributeBool("multiplayeronly", false);
Reward = element.GetAttributeInt("reward", 1);
SuccessMessage = element.GetAttributeString("successmessage", "Mission completed successfully");
FailureMessage = element.GetAttributeString("failuremessage", "Mission failed");
RadarLabel = element.GetAttributeString("radarlabel", "");
Messages = new List<string>();
Headers = new List<string>();
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "message") continue;
Headers.Add(subElement.GetAttributeString("header", ""));
Messages.Add(subElement.GetAttributeString("text", ""));
}
string type = element.Name.ToString();
try
{
missionType = Type.GetType("Barotrauma." + type, true, true);
if (missionType == null)
{
DebugConsole.ThrowError("Error in mission prefab " + Name + "! Could not find a mission class of the type \"" + type + "\".");
return;
}
}
catch
{
DebugConsole.ThrowError("Error in mission prefab " + Name + "! Could not find a mission class of the type \"" + type + "\".");
return;
}
constructor = missionType.GetConstructor(new[] { typeof(MissionPrefab), typeof(Location[]) });
}
public Mission Instantiate(Location[] locations)
{
return constructor?.Invoke(new object[] { this, locations }) as Mission;
}
public bool TypeMatches(string typeName)
{
//TODO: use enums instead of strings?
typeName = typeName.ToLowerInvariant();
return missionType.Name.ToString().Replace("Mission", "").ToLowerInvariant() == typeName;
}
}
}

View File

@@ -18,10 +18,10 @@ namespace Barotrauma
get { return monster != null && !monster.IsDead ? radarPosition : Vector2.Zero; }
}
public MonsterMission(XElement element, Location[] locations)
: base(element, locations)
public MonsterMission(MissionPrefab prefab, Location[] locations)
: base(prefab, locations)
{
monsterFile = element.GetAttributeString("monsterfile", "");
monsterFile = prefab.ConfigElement.GetAttributeString("monsterfile", "");
}

View File

@@ -1,7 +1,6 @@
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Xml.Linq;
namespace Barotrauma
{
@@ -23,10 +22,10 @@ namespace Barotrauma
}
}
public SalvageMission(XElement element, Location[] locations)
: base(element, locations)
public SalvageMission(MissionPrefab prefab, Location[] locations)
: base(prefab, locations)
{
string itemName = element.GetAttributeString("itemname", "");
string itemName = prefab.ConfigElement.GetAttributeString("itemname", "");
itemPrefab = MapEntityPrefab.Find(itemName) as ItemPrefab;
if (itemPrefab == null)
@@ -35,10 +34,10 @@ namespace Barotrauma
return;
}
string spawnPositionTypeStr = element.GetAttributeString("spawntype", "");
string spawnPositionTypeStr = prefab.ConfigElement.GetAttributeString("spawntype", "");
if (string.IsNullOrWhiteSpace(spawnPositionTypeStr) ||
!Enum.TryParse<Level.PositionType>(spawnPositionTypeStr, true, out spawnPositionType))
!Enum.TryParse(spawnPositionTypeStr, true, out spawnPositionType))
{
spawnPositionType = Level.PositionType.Cave | Level.PositionType.Ruin;
}

View File

@@ -16,9 +16,22 @@
: base(preset, param)
{
Location[] locations = { GameMain.GameSession.StartLocation, GameMain.GameSession.EndLocation };
MTRandom rand = new MTRandom(ToolBox.StringToInt(GameMain.NetLobbyScreen.LevelSeed));
mission = Mission.LoadRandom(locations, rand, param as string);
if (param is string)
{
mission = Mission.LoadRandom(locations, GameMain.NetLobbyScreen.LevelSeed, (string)param);
}
else if (param is MissionPrefab)
{
mission = ((MissionPrefab)param).Instantiate(locations);
}
else if (param is Mission)
{
mission = (Mission)param;
}
else
{
throw new System.ArgumentException("Unrecognized MissionMode parameter \"" + param + "\"");
}
}
}
}

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@@ -91,27 +91,35 @@ namespace Barotrauma
set { savePath = value; }
}
public GameSession(Submarine submarine, string savePath, GameModePreset gameModePreset = null, string missionType = "")
public GameSession(Submarine submarine, string savePath, GameModePreset gameModePreset, string missionType = "")
: this(submarine, savePath)
{
GameMode = gameModePreset.Instantiate(missionType);
}
public GameSession(Submarine submarine, string savePath, GameModePreset gameModePreset, MissionPrefab missionPrefab)
: this(submarine, savePath)
{
GameMode = gameModePreset.Instantiate(missionPrefab);
}
private GameSession(Submarine submarine, string savePath)
{
Submarine.MainSub = submarine;
this.submarine = submarine;
GameMain.GameSession = this;
EventManager = new EventManager(this);
this.savePath = savePath;
#if CLIENT
CrewManager = new CrewManager();
infoButton = new GUIButton(new Rectangle(10, 10, 100, 20), "Info", "", null);
infoButton.OnClicked = ToggleInfoFrame;
#endif
if (gameModePreset != null) GameMode = gameModePreset.Instantiate(missionType);
this.submarine = submarine;
}
public GameSession(Submarine selectedSub, string saveFile, XDocument doc)
: this(selectedSub, saveFile)
{

View File

@@ -993,7 +993,7 @@ namespace Barotrauma.Networking
outmsg.WriteRangedInteger(0, 2, (int)TraitorsEnabled);
outmsg.WriteRangedInteger(0, Mission.MissionTypes.Count - 1, (GameMain.NetLobbyScreen.MissionTypeIndex));
outmsg.WriteRangedInteger(0, MissionPrefab.MissionTypes.Count - 1, (GameMain.NetLobbyScreen.MissionTypeIndex));
outmsg.Write((byte)GameMain.NetLobbyScreen.SelectedModeIndex);
outmsg.Write(GameMain.NetLobbyScreen.LevelSeed);
@@ -1213,7 +1213,7 @@ namespace Barotrauma.Networking
//don't instantiate a new gamesession if we're playing a campaign
if (campaign == null || GameMain.GameSession == null)
{
GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, Mission.MissionTypes[GameMain.NetLobbyScreen.MissionTypeIndex]);
GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, MissionPrefab.MissionTypes[GameMain.NetLobbyScreen.MissionTypeIndex]);
}
if (GameMain.GameSession.GameMode.Mission != null &&
@@ -1402,6 +1402,8 @@ namespace Barotrauma.Networking
msg.Write(GameMain.NetLobbyScreen.SelectedShuttle.MD5Hash.Hash);
msg.Write(selectedMode.Name);
msg.Write((short)(GameMain.GameSession.GameMode?.Mission == null ?
-1 : MissionPrefab.List.IndexOf(GameMain.GameSession.GameMode.Mission.Prefab)));
MultiPlayerCampaign campaign = GameMain.GameSession?.GameMode as MultiPlayerCampaign;

View File

@@ -254,6 +254,12 @@ namespace Barotrauma.Networking
set;
}
public List<string> AllowedRandomMissionTypes
{
get;
set;
}
[Serialize(60f, true)]
public float AutoBanTime
{
@@ -287,6 +293,8 @@ namespace Barotrauma.Networking
doc.Root.SetAttributeValue("TraitorsEnabled", TraitorsEnabled.ToString());
doc.Root.SetAttributeValue("AllowedRandomMissionTypes", string.Join(",", AllowedRandomMissionTypes));
#if SERVER
doc.Root.SetAttributeValue("password", password);
#endif
@@ -334,18 +342,22 @@ namespace Barotrauma.Networking
#endif
subSelectionMode = SelectionMode.Manual;
Enum.TryParse<SelectionMode>(doc.Root.GetAttributeString("SubSelection", "Manual"), out subSelectionMode);
Enum.TryParse(doc.Root.GetAttributeString("SubSelection", "Manual"), out subSelectionMode);
Voting.AllowSubVoting = subSelectionMode == SelectionMode.Vote;
modeSelectionMode = SelectionMode.Manual;
Enum.TryParse<SelectionMode>(doc.Root.GetAttributeString("ModeSelection", "Manual"), out modeSelectionMode);
Enum.TryParse(doc.Root.GetAttributeString("ModeSelection", "Manual"), out modeSelectionMode);
Voting.AllowModeVoting = modeSelectionMode == SelectionMode.Vote;
var traitorsEnabled = TraitorsEnabled;
Enum.TryParse<YesNoMaybe>(doc.Root.GetAttributeString("TraitorsEnabled", "No"), out traitorsEnabled);
Enum.TryParse(doc.Root.GetAttributeString("TraitorsEnabled", "No"), out traitorsEnabled);
TraitorsEnabled = traitorsEnabled;
GameMain.NetLobbyScreen.SetTraitorsEnabled(traitorsEnabled);
AllowedRandomMissionTypes = doc.Root.GetAttributeStringArray(
"AllowedRandomMissionTypes",
MissionPrefab.MissionTypes.ToArray()).ToList();
if (GameMain.NetLobbyScreen != null
#if CLIENT
&& GameMain.NetLobbyScreen.ServerMessage != null