45 lines
1.5 KiB
C#
45 lines
1.5 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 GoalKillTarget : Goal
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{
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public TraitorMission.CharacterFilter Filter { get; private set; }
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public Character Target { get; private set; }
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public override IEnumerable<string> InfoTextKeys => base.InfoTextKeys.Concat(new string[] { "[targetname]" });
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public override IEnumerable<string> InfoTextValues => base.InfoTextValues.Concat(new string[] { Target?.Name ?? "(unknown)" });
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private bool isCompleted = false;
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public override bool IsCompleted => isCompleted;
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public override bool IsEnemy(Character character) => base.IsEnemy(character) || (!isCompleted && character == Target);
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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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isCompleted = Target?.IsDead ?? false;
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}
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public override bool Start(Traitor traitor)
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{
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if (!base.Start(traitor))
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{
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return false;
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}
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Target = traitor.Mission.FindKillTarget(traitor.Character, Filter);
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return Target != null && !Target.IsDead;
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}
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public GoalKillTarget(TraitorMission.CharacterFilter filter) : base()
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{
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InfoTextId = "TraitorGoalKillTargetInfo";
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Filter = filter;
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}
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}
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}
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} |