using FarseerPhysics; using Microsoft.Xna.Framework; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml.Linq; namespace Barotrauma { class SalvageMission : Mission { private ItemPrefab itemPrefab; private Item item; private int state; public override Vector2 RadarPosition { get { return state>0 ? Vector2.Zero : ConvertUnits.ToDisplayUnits(item.SimPosition); } } public SalvageMission(XElement element) : base(element) { string itemName = ToolBox.GetAttributeString(element, "itemname", ""); itemPrefab = ItemPrefab.list.Find(ip => ip.Name == itemName) as ItemPrefab; if (itemPrefab == null) { DebugConsole.ThrowError("Error in SalvageMission: couldn't find an item prefab with the name "+itemName); } } public override void Start(Level level) { Vector2 position = Level.Loaded.GetRandomItemPos(30.0f); item = new Item(itemPrefab, position, null); item.MoveWithLevel = true; item.body.FarseerBody.IsKinematic = true; } public override void Update(float deltaTime) { switch (state) { case 0: //item.body.LinearVelocity = Vector2.Zero; if (item.Inventory!=null) item.body.FarseerBody.IsKinematic = false; if (item.CurrentHull == null) return; ShowMessage(state); state = 1; break; case 1: if (!Submarine.Loaded.AtEndPosition && !Submarine.Loaded.AtStartPosition) return; ShowMessage(state); state = 2; break; } } public override void End() { if (item.CurrentHull == null || item.Removed) return; item.Remove(); GiveReward(); completed = true; } } }