47 lines
1.8 KiB
C#
47 lines
1.8 KiB
C#
using Barotrauma.Networking;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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partial class Traitor
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{
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public sealed class GoalFloodPercentOfSub : Goal
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{
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private readonly float minimumFloodingAmount;
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public override IEnumerable<string> InfoTextKeys => base.InfoTextKeys.Concat(new string[] { "[percentage]" });
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public override IEnumerable<string> InfoTextValues(Traitor traitor) => base.InfoTextValues(traitor).Concat(new string[] { string.Format("{0:0}", minimumFloodingAmount * 100.0f) });
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private bool isCompleted = false;
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public override bool IsCompleted => isCompleted;
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public override void Update(float deltaTime)
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{
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base.Update(deltaTime);
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var validHullsCount = 0;
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var floodingAmount = 0.0f;
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foreach (Hull hull in Hull.HullList)
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{
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if (hull.Submarine == null || hull.Submarine.Info.IsOutpost || Traitors.All(traitor => hull.Submarine.TeamID != traitor.Character.TeamID)) { continue; }
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if (hull.Submarine == GameMain.Server?.RespawnManager?.RespawnShuttle) { continue; }
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++validHullsCount;
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floodingAmount += hull.WaterVolume / hull.Volume;
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}
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if (validHullsCount > 0)
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{
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floodingAmount /= validHullsCount;
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}
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isCompleted = floodingAmount >= minimumFloodingAmount;
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}
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public GoalFloodPercentOfSub(float minimumFloodingAmount) : base()
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{
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InfoTextId = "TraitorGoalFloodPercentOfSub";
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this.minimumFloodingAmount = minimumFloodingAmount;
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}
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}
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}
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}
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