Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/Missions/Mission.cs
T
2022-02-10 02:52:08 +09:00

556 lines
21 KiB
C#

using Barotrauma.Abilities;
using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
abstract partial class Mission
{
public readonly MissionPrefab Prefab;
protected bool completed, failed;
protected Level level;
protected int state;
public virtual int State
{
get { return state; }
protected set
{
if (state != value)
{
state = value;
TryTriggerEvents(state);
#if SERVER
GameMain.Server?.UpdateMissionState(this);
#endif
ShowMessage(State);
OnMissionStateChanged?.Invoke(this);
}
}
}
protected bool IsClient => GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
public readonly List<string> Headers;
public readonly List<string> Messages;
public string Name
{
get { return Prefab.Name; }
}
private readonly string successMessage;
public virtual string SuccessMessage
{
get { return successMessage; }
//private set { successMessage = value; }
}
private readonly string failureMessage;
public virtual string FailureMessage
{
get { return failureMessage; }
//private set { failureMessage = value; }
}
protected string description;
public virtual string Description
{
get { return description; }
//private set { description = value; }
}
protected string descriptionWithoutReward;
public virtual bool AllowUndocking
{
get { return true; }
}
public virtual int Reward
{
get
{
return Prefab.Reward;
}
}
public Dictionary<string, float> ReputationRewards
{
get { return Prefab.ReputationRewards; }
}
public bool Completed
{
get { return completed; }
set { completed = value; }
}
public bool Failed
{
get { return failed; }
}
public virtual bool AllowRespawn
{
get { return true; }
}
public virtual int TeamCount
{
get { return 1; }
}
public virtual SubmarineInfo EnemySubmarineInfo
{
get { return null; }
}
public virtual IEnumerable<Vector2> SonarPositions
{
get { return Enumerable.Empty<Vector2>(); }
}
public virtual string SonarLabel
{
get { return Prefab.SonarLabel; }
}
public string SonarIconIdentifier
{
get { return Prefab.SonarIconIdentifier; }
}
public readonly Location[] Locations;
public int? Difficulty
{
get { return Prefab.Difficulty; }
}
private class DelayedTriggerEvent
{
public readonly MissionPrefab.TriggerEvent TriggerEvent;
public float Delay;
public DelayedTriggerEvent(MissionPrefab.TriggerEvent triggerEvent, float delay)
{
TriggerEvent = triggerEvent;
Delay = delay;
}
}
private List<DelayedTriggerEvent> delayedTriggerEvents = new List<DelayedTriggerEvent>();
public Action<Mission> OnMissionStateChanged;
public Mission(MissionPrefab prefab, Location[] locations, Submarine sub)
{
System.Diagnostics.Debug.Assert(locations.Length == 2);
Prefab = prefab;
description = prefab.Description;
successMessage = prefab.SuccessMessage;
failureMessage = prefab.FailureMessage;
Headers = new List<string>(prefab.Headers);
Messages = new List<string>(prefab.Messages);
Locations = locations;
for (int n = 0; n < 2; n++)
{
string locationName = $"‖color:gui.orange‖{locations[n].Name}‖end‖";
if (description != null) { description = description.Replace("[location" + (n + 1) + "]", locationName); }
if (successMessage != null) { successMessage = successMessage.Replace("[location" + (n + 1) + "]", locationName); }
if (failureMessage != null) { failureMessage = failureMessage.Replace("[location" + (n + 1) + "]", locationName); }
for (int m = 0; m < Messages.Count; m++)
{
Messages[m] = Messages[m].Replace("[location" + (n + 1) + "]", locationName);
}
}
string rewardText = $"‖color:gui.orange‖{string.Format(CultureInfo.InvariantCulture, "{0:N0}", GetReward(sub))}‖end‖";
if (description != null)
{
descriptionWithoutReward = description;
description = description.Replace("[reward]", rewardText);
}
if (successMessage != null) { successMessage = successMessage.Replace("[reward]", rewardText); }
if (failureMessage != null) { failureMessage = failureMessage.Replace("[reward]", rewardText); }
for (int m = 0; m < Messages.Count; m++)
{
Messages[m] = Messages[m].Replace("[reward]", rewardText);
}
}
public virtual void SetLevel(LevelData level) { }
public static Mission LoadRandom(Location[] locations, string seed, bool requireCorrectLocationType, MissionType missionType, bool isSinglePlayer = false)
{
return LoadRandom(locations, new MTRandom(ToolBox.StringToInt(seed)), requireCorrectLocationType, missionType, isSinglePlayer);
}
public static Mission LoadRandom(Location[] locations, MTRandom rand, bool requireCorrectLocationType, MissionType missionType, bool isSinglePlayer = false)
{
List<MissionPrefab> allowedMissions = new List<MissionPrefab>();
if (missionType == MissionType.None)
{
return null;
}
else
{
allowedMissions.AddRange(MissionPrefab.List.Where(m => ((int)(missionType & m.Type)) != 0));
}
allowedMissions.RemoveAll(m => isSinglePlayer ? m.MultiplayerOnly : m.SingleplayerOnly);
if (requireCorrectLocationType)
{
allowedMissions.RemoveAll(m => !m.IsAllowed(locations[0], locations[1]));
}
if (allowedMissions.Count == 0)
{
return null;
}
int probabilitySum = allowedMissions.Sum(m => m.Commonness);
int randomNumber = rand.NextInt32() % probabilitySum;
foreach (MissionPrefab missionPrefab in allowedMissions)
{
if (randomNumber <= missionPrefab.Commonness)
{
return missionPrefab.Instantiate(locations, Submarine.MainSub);
}
randomNumber -= missionPrefab.Commonness;
}
return null;
}
public virtual int GetReward(Submarine sub)
{
return Prefab.Reward;
}
public void Start(Level level)
{
state = 0;
#if CLIENT
shownMessages.Clear();
#endif
delayedTriggerEvents.Clear();
foreach (string categoryToShow in Prefab.UnhideEntitySubCategories)
{
foreach (MapEntity entityToShow in MapEntity.mapEntityList.Where(me => me.prefab?.HasSubCategory(categoryToShow) ?? false))
{
entityToShow.HiddenInGame = false;
}
}
this.level = level;
TryTriggerEvents(0);
StartMissionSpecific(level);
}
protected virtual void StartMissionSpecific(Level level) { }
public void Update(float deltaTime)
{
for (int i = delayedTriggerEvents.Count - 1; i>=0;i--)
{
delayedTriggerEvents[i].Delay -= deltaTime;
if (delayedTriggerEvents[i].Delay <= 0.0f)
{
TriggerEvent(delayedTriggerEvents[i].TriggerEvent);
delayedTriggerEvents.RemoveAt(i);
}
}
UpdateMissionSpecific(deltaTime);
}
protected virtual void UpdateMissionSpecific(float deltaTime) { }
protected void ShowMessage(int missionState)
{
ShowMessageProjSpecific(missionState);
}
partial void ShowMessageProjSpecific(int missionState);
private void TryTriggerEvents(int state)
{
foreach (var triggerEvent in Prefab.TriggerEvents)
{
if (triggerEvent.State == state)
{
TryTriggerEvent(triggerEvent);
}
}
}
/// <summary>
/// Triggers the event or adds it to the delayedTriggerEvents it if it has a delay
/// </summary>
private void TryTriggerEvent(MissionPrefab.TriggerEvent trigger)
{
if (trigger.CampaignOnly && GameMain.GameSession?.Campaign == null) { return; }
if (trigger.Delay > 0)
{
if (!delayedTriggerEvents.Any(t => t.TriggerEvent == trigger))
{
delayedTriggerEvents.Add(new DelayedTriggerEvent(trigger, trigger.Delay));
}
}
else
{
TriggerEvent(trigger);
}
}
/// <summary>
/// Triggers the event immediately, ignoring any delays
/// </summary>
private void TriggerEvent(MissionPrefab.TriggerEvent trigger)
{
if (trigger.CampaignOnly && GameMain.GameSession?.Campaign == null) { return; }
var eventPrefab = EventSet.GetAllEventPrefabs().Find(p => p.Identifier.Equals(trigger.EventIdentifier, StringComparison.OrdinalIgnoreCase));
if (eventPrefab == null)
{
DebugConsole.ThrowError($"Mission \"{Name}\" failed to trigger an event (couldn't find an event with the identifier \"{trigger.EventIdentifier}\").");
return;
}
if (GameMain.GameSession?.EventManager != null)
{
var newEvent = eventPrefab.CreateInstance();
GameMain.GameSession.EventManager.ActiveEvents.Add(newEvent);
newEvent.Init(true);
}
}
/// <summary>
/// End the mission and give a reward if it was completed successfully
/// </summary>
public virtual void End()
{
completed = true;
if (Prefab.LocationTypeChangeOnCompleted != null)
{
ChangeLocationType(Prefab.LocationTypeChangeOnCompleted);
}
GiveReward();
}
public void GiveReward()
{
if (!(GameMain.GameSession.GameMode is CampaignMode campaign)) { return; }
int reward = GetReward(Submarine.MainSub);
float baseExperienceGain = reward * 0.09f;
float difficultyMultiplier = 1 + level.Difficulty / 100f;
baseExperienceGain *= difficultyMultiplier;
IEnumerable<Character> crewCharacters = GameSession.GetSessionCrewCharacters();
// use multipliers here so that we can easily add them together without introducing multiplicative XP stacking
var experienceGainMultiplier = new AbilityExperienceGainMultiplier(1f);
crewCharacters.ForEach(c => c.CheckTalents(AbilityEffectType.OnAllyGainMissionExperience, experienceGainMultiplier));
crewCharacters.ForEach(c => experienceGainMultiplier.Value += c.GetStatValue(StatTypes.MissionExperienceGainMultiplier));
int experienceGain = (int)(baseExperienceGain * experienceGainMultiplier.Value);
#if CLIENT
foreach (Character character in crewCharacters)
{
character.Info?.GiveExperience(experienceGain, isMissionExperience: true);
}
#else
foreach (Barotrauma.Networking.Client c in GameMain.Server.ConnectedClients)
{
//give the experience to the stored characterinfo if the client isn't currently controlling a character
(c.Character?.Info ?? c.CharacterInfo)?.GiveExperience(experienceGain, isMissionExperience: true);
}
#endif
// apply money gains afterwards to prevent them from affecting XP gains
var missionMoneyGainMultiplier = new AbilityMissionMoneyGainMultiplier(this, 1f);
crewCharacters.ForEach(c => c.CheckTalents(AbilityEffectType.OnGainMissionMoney, missionMoneyGainMultiplier));
crewCharacters.ForEach(c => missionMoneyGainMultiplier.Value += c.GetStatValue(StatTypes.MissionMoneyGainMultiplier));
int totalReward = (int)(reward * missionMoneyGainMultiplier.Value);
campaign.Money += totalReward;
GameAnalyticsManager.AddMoneyGainedEvent(totalReward, GameAnalyticsManager.MoneySource.MissionReward, Prefab.Identifier);
foreach (Character character in crewCharacters)
{
character.Info.MissionsCompletedSinceDeath++;
}
foreach (KeyValuePair<string, float> reputationReward in ReputationRewards)
{
if (reputationReward.Key.Equals("location", StringComparison.OrdinalIgnoreCase))
{
Locations[0].Reputation.AddReputation(reputationReward.Value);
Locations[1].Reputation.AddReputation(reputationReward.Value);
}
else
{
Faction faction = campaign.Factions.Find(faction1 => faction1.Prefab.Identifier.Equals(reputationReward.Key, StringComparison.OrdinalIgnoreCase));
if (faction != null) { faction.Reputation.AddReputation(reputationReward.Value); }
}
}
if (Prefab.DataRewards != null)
{
foreach (var (identifier, value, operation) in Prefab.DataRewards)
{
SetDataAction.PerformOperation(campaign.CampaignMetadata, identifier, value, operation);
}
}
}
protected void ChangeLocationType(LocationTypeChange change)
{
if (change == null) { throw new ArgumentException(); }
if (GameMain.GameSession.GameMode is CampaignMode && !IsClient)
{
int srcIndex = -1;
for (int i = 0; i < Locations.Length; i++)
{
if (Locations[i].Type.Identifier.Equals(change.CurrentType, StringComparison.OrdinalIgnoreCase))
{
srcIndex = i;
break;
}
}
if (srcIndex == -1) { return; }
var location = Locations[srcIndex];
if (change.RequiredDurationRange.X > 0)
{
location.PendingLocationTypeChange = (change, Rand.Range(change.RequiredDurationRange.X, change.RequiredDurationRange.Y), Prefab);
}
else
{
location.ChangeType(LocationType.List.Find(lt => lt.Identifier.Equals(change.ChangeToType, StringComparison.OrdinalIgnoreCase)));
location.LocationTypeChangeCooldown = change.CooldownAfterChange;
}
}
}
public virtual void AdjustLevelData(LevelData levelData) { }
// putting these here since both escort and pirate missions need them. could be tucked away into another class that they can inherit from (or use composition)
protected HumanPrefab GetHumanPrefabFromElement(XElement element)
{
if (element.Attribute("name") != null)
{
DebugConsole.ThrowError("Error in mission \"" + Name + "\" - use character identifiers instead of names to configure the characters.");
return null;
}
string characterIdentifier = element.GetAttributeString("identifier", "");
string characterFrom = element.GetAttributeString("from", "");
HumanPrefab humanPrefab = NPCSet.Get(characterFrom, characterIdentifier);
if (humanPrefab == null)
{
DebugConsole.ThrowError("Couldn't spawn character for mission: character prefab \"" + characterIdentifier + "\" not found");
return null;
}
return humanPrefab;
}
protected Character CreateHuman(HumanPrefab humanPrefab, List<Character> characters, Dictionary<Character, List<Item>> characterItems, Submarine submarine, CharacterTeamType teamType, ISpatialEntity positionToStayIn = null, Rand.RandSync humanPrefabRandSync = Rand.RandSync.Server, bool giveTags = true)
{
var characterInfo = humanPrefab.GetCharacterInfo(Rand.RandSync.Server) ?? new CharacterInfo(CharacterPrefab.HumanSpeciesName, npcIdentifier: humanPrefab.Identifier, jobPrefab: humanPrefab.GetJobPrefab(humanPrefabRandSync), randSync: humanPrefabRandSync);
characterInfo.TeamID = teamType;
if (positionToStayIn == null)
{
positionToStayIn =
WayPoint.GetRandom(SpawnType.Human, characterInfo.Job?.Prefab, submarine) ??
WayPoint.GetRandom(SpawnType.Human, null, submarine);
}
Character spawnedCharacter = Character.Create(characterInfo.SpeciesName, positionToStayIn.WorldPosition, ToolBox.RandomSeed(8), characterInfo, createNetworkEvent: false);
spawnedCharacter.Prefab = humanPrefab;
humanPrefab.InitializeCharacter(spawnedCharacter, positionToStayIn);
humanPrefab.GiveItems(spawnedCharacter, submarine, Rand.RandSync.Server, createNetworkEvents: false);
characters.Add(spawnedCharacter);
characterItems.Add(spawnedCharacter, spawnedCharacter.Inventory.FindAllItems(recursive: true));
return spawnedCharacter;
}
protected ItemPrefab FindItemPrefab(XElement element)
{
ItemPrefab itemPrefab;
if (element.Attribute("name") != null)
{
DebugConsole.ThrowError($"Error in mission \"{Name}\" - use item identifiers instead of names to configure the items");
string itemName = element.GetAttributeString("name", "");
itemPrefab = MapEntityPrefab.Find(itemName) as ItemPrefab;
if (itemPrefab == null)
{
DebugConsole.ThrowError($"Couldn't spawn item for mission \"{Name}\": item prefab \"{itemName}\" not found");
}
}
else
{
string itemIdentifier = element.GetAttributeString("identifier", "");
itemPrefab = MapEntityPrefab.Find(null, itemIdentifier) as ItemPrefab;
if (itemPrefab == null)
{
DebugConsole.ThrowError($"Couldn't spawn item for mission \"{Name}\": item prefab \"{itemIdentifier}\" not found");
}
}
return itemPrefab;
}
protected Vector2? GetCargoSpawnPosition(ItemPrefab itemPrefab, out Submarine cargoRoomSub)
{
cargoRoomSub = null;
WayPoint cargoSpawnPos = WayPoint.GetRandom(SpawnType.Cargo, null, Submarine.MainSub, useSyncedRand: true);
if (cargoSpawnPos == null)
{
DebugConsole.ThrowError($"Couldn't spawn items for mission \"{Name}\": no waypoints marked as Cargo were found");
return null;
}
var cargoRoom = cargoSpawnPos.CurrentHull;
if (cargoRoom == null)
{
DebugConsole.ThrowError($"Couldn't spawn items for mission \"{Name}\": waypoints marked as Cargo must be placed inside a room");
return null;
}
cargoRoomSub = cargoRoom.Submarine;
return new Vector2(
cargoSpawnPos.Position.X + Rand.Range(-20.0f, 20.0f, Rand.RandSync.Server),
cargoRoom.Rect.Y - cargoRoom.Rect.Height + itemPrefab.Size.Y / 2);
}
}
class AbilityMissionMoneyGainMultiplier : AbilityObject, IAbilityValue, IAbilityMission
{
public AbilityMissionMoneyGainMultiplier(Mission mission, float moneyGainMultiplier)
{
Value = moneyGainMultiplier;
Mission = mission;
}
public float Value { get; set; }
public Mission Mission { get; set; }
}
}