Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/Map/Map/Map.cs
Joonas Rikkonen 80ab27df22 c2e39cc...409d4d9
commit 409d4d96ead69028a164274637d23e350acb73fb
Merge: 95169f539 26e89c63d
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:27 2019 +0200

    Merge branch 'dev' of github.com:Regalis11/Barotrauma into dev

commit 95169f53937f9a7e168a884171eaa21ae7f08023
Author: EdusFF <pitkanen.eetu@gmail.com>
Date:   Mon Mar 11 15:13:11 2019 +0200

    Modified: ServerMessage structure to allow _ ; in player & submarine names

commit 26e89c63dc8da771aea9f09978a630a6cff60a6f
Merge: b7646d06d fb0b821bc
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:42:44 2019 +0200

    Merge branch 'kuraiookami-logicExpantion' into dev

    # Conflicts:
    #       Barotrauma/BarotraumaShared/SharedContent.projitems

commit fb0b821bc97891cdeec8f2c740a12119696393ea
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:41:21 2019 +0200

    Use invariant culture when parsing floats or converting them to strings in signal components

commit f0c8afba934b41358cf5d59a22b87caf33f98a61
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 14:00:44 2019 +0200

    Update new signal components to use identifiers & added names and descriptions to the text file, use invariant culture in equalscomponent, memorycomponent doesn't require the signals to be floats

commit 674d9ec804fc4770b602d4b09240b08cafc8ccec
Merge: 3ea33fb54 242e2429f
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 12:01:27 2019 +0200

    Merge branch 'logicExpantion' of https://github.com/kuraiookami/Barotrauma into kuraiookami-logicExpantion

    # Conflicts:
    #       Barotrauma/BarotraumaShared/BarotraumaShared.projitems
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/poweritems.xml
    #       Barotrauma/BarotraumaShared/Content/Items/Electricity/signalitems.xml
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Power/PowerContainer.cs
    #       Barotrauma/BarotraumaShared/Source/Items/Components/Signal/AdderComponent.cs

commit b7646d06d53fb05227276e6286d0e15da5dc9080
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:37:33 2019 +0200

    Re-enabled multiplayer campaign

commit cf7258f6410a5995c881ec6e95eb9def5cd90ad4
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:28:48 2019 +0200

    Fixed item interfaces getting repositioned every frame when the editing HUD is open. Closes #1212

commit e8906239c779cf71de694bc65c81058e5cae16ef
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Mon Mar 11 11:12:05 2019 +0200

    Fixed VoipCapture creating new "could not start voice capture" popups constantly if there's no suitable capture device. Closes #1262

commit a30f47fbe47fde4fccb0453c1773a76d730d226b
Author: Joonas Rikkonen <poe.regalis@gmail.com>
Date:   Sun Mar 10 19:04:59 2019 +0200

    Disable audio instead of crashing if no audio device is found. Closes #1214

commit 242e2429fd2c3ed199ac26b55e2cbdc8636e73f9
Author: Darkwolf <Darkwolf0101@gmail.com>
Date:   Mon Jan 21 21:26:57 2019 -0600

    Expansion of Barotrauma's logic system.

    Changed:
    - AdderComponent and children can clamp their output
    - Powercontainer signals for charge,charge% and charge rate

    Added:
    - ColorComponent: Dynamic signals for light set_color inputs
    - MemoryComponent: Stores and sends a signal that is edge latched
    - DivideComponent: Standard division
    - MultiplyComponent: Standard multiplication
    - SubtractComponent: Standard subtraction
    - XorComponent: Exclusive or
    - EqualsComponent: Equals comparison
    - GreaterComponent: Greater than comparison
2019-03-18 22:50:18 +02:00

655 lines
27 KiB
C#

using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Voronoi2;
namespace Barotrauma
{
partial class Map
{
private MapGenerationParams generationParams;
private List<Level> levels;
private List<LocationConnection> connections;
private int size;
public Action<Location, LocationConnection> OnLocationSelected;
//from -> to
public Action<Location, Location> OnLocationChanged;
public Action<LocationConnection, Mission> OnMissionSelected;
public Location CurrentLocation { get; private set; }
public int CurrentLocationIndex
{
get { return Locations.IndexOf(CurrentLocation); }
}
public Location SelectedLocation { get; private set; }
public int SelectedLocationIndex
{
get { return Locations.IndexOf(SelectedLocation); }
}
public int SelectedMissionIndex
{
get { return SelectedConnection == null ? -1 : CurrentLocation.SelectedMissionIndex; }
}
public LocationConnection SelectedConnection { get; private set; }
public string Seed { get; private set; }
public List<Location> Locations { get; private set; }
public Map(string seed)
{
generationParams = MapGenerationParams.Instance;
this.Seed = seed;
this.size = generationParams.Size;
levels = new List<Level>();
Locations = new List<Location>();
connections = new List<LocationConnection>();
Rand.SetSyncedSeed(ToolBox.StringToInt(this.Seed));
Generate();
//start from the colony furthest away from the center
float largestDist = 0.0f;
Vector2 center = new Vector2(size, size) / 2;
foreach (Location location in Locations)
{
if (location.Type.Identifier != "City") continue;
float dist = Vector2.DistanceSquared(center, location.MapPosition);
if (dist > largestDist)
{
largestDist = dist;
CurrentLocation = location;
}
}
CurrentLocation.Discovered = true;
foreach (LocationConnection connection in connections)
{
connection.Level = Level.CreateRandom(connection);
}
InitProjectSpecific();
}
partial void InitProjectSpecific();
public float[,] Noise;
private void GenerateNoiseMap(int octaves, float persistence)
{
float z = Rand.Range(0.0f, 1.0f, Rand.RandSync.Server);
Noise = new float[generationParams.NoiseResolution, generationParams.NoiseResolution];
float min = float.MaxValue, max = 0.0f;
for (int x = 0; x < generationParams.NoiseResolution; x++)
{
for (int y = 0; y < generationParams.NoiseResolution; y++)
{
Noise[x, y] = (float)PerlinNoise.OctavePerlin(
(double)x / generationParams.NoiseResolution,
(double)y / generationParams.NoiseResolution,
z, generationParams.NoiseFrequency, octaves, persistence);
min = Math.Min(Noise[x, y], min);
max = Math.Max(Noise[x, y], max);
}
}
float radius = generationParams.NoiseResolution / 2;
Vector2 center = Vector2.One * radius;
float range = max - min;
float centerDarkenRadius = radius * generationParams.CenterDarkenRadius;
float edgeDarkenRadius = radius * generationParams.EdgeDarkenRadius;
for (int x = 0; x < generationParams.NoiseResolution; x++)
{
for (int y = 0; y < generationParams.NoiseResolution; y++)
{
//normalize the noise to 0-1 range
Noise[x, y] = (Noise[x, y] - min) / range;
float dist = Vector2.Distance(center, new Vector2(x, y));
if (dist < centerDarkenRadius)
{
float angle = (float)Math.Atan2(y - center.Y, x - center.X);
float phase = angle * generationParams.CenterDarkenWaveFrequency + Noise[x, y] * generationParams.CenterDarkenWavePhaseNoise;
float currDarkenRadius = centerDarkenRadius * (0.6f + (float)Math.Sin(phase) * 0.4f);
if (dist < currDarkenRadius)
{
float darkenAmount = 1.0f - (dist / currDarkenRadius);
Noise[x, y] = MathHelper.Lerp(Noise[x, y], Noise[x, y] * (1.0f - generationParams.CenterDarkenStrength), darkenAmount);
}
}
if (dist > edgeDarkenRadius)
{
float darkenAmount = Math.Min((dist - edgeDarkenRadius) / (radius - edgeDarkenRadius), 1.0f);
Noise[x, y] = MathHelper.Lerp(Noise[x, y], 1.0f - generationParams.EdgeDarkenStrength, darkenAmount);
}
}
}
}
partial void GenerateNoiseMapProjSpecific();
private void Generate()
{
connections.Clear();
Locations.Clear();
GenerateNoiseMap(generationParams.NoiseOctaves, generationParams.NoisePersistence);
List<Vector2> sites = new List<Vector2>();
float mapRadius = size / 2;
Vector2 mapCenter = new Vector2(mapRadius, mapRadius);
float locationRadius = mapRadius * generationParams.LocationRadius;
for (float x = mapCenter.X - locationRadius; x < mapCenter.X + locationRadius; x += generationParams.VoronoiSiteInterval)
{
for (float y = mapCenter.Y - locationRadius; y < mapCenter.Y + locationRadius; y += generationParams.VoronoiSiteInterval)
{
float noiseVal = Noise[(int)(x / size * generationParams.NoiseResolution), (int)(y / size * generationParams.NoiseResolution)];
if (Rand.Range(generationParams.VoronoiSitePlacementMinVal, 1.0f, Rand.RandSync.Server) <
noiseVal * generationParams.VoronoiSitePlacementProbability)
{
sites.Add(new Vector2(x, y));
}
}
}
Voronoi voronoi = new Voronoi(0.5f);
List<GraphEdge> edges = voronoi.MakeVoronoiGraph(sites, size, size);
float zoneRadius = size / 2 / generationParams.DifficultyZones;
sites.Clear();
foreach (GraphEdge edge in edges)
{
if (edge.Point1 == edge.Point2) continue;
if (Vector2.DistanceSquared(edge.Point1, mapCenter) >= locationRadius * locationRadius ||
Vector2.DistanceSquared(edge.Point2, mapCenter) >= locationRadius * locationRadius) continue;
Location[] newLocations = new Location[2];
newLocations[0] = Locations.Find(l => l.MapPosition == edge.Point1 || l.MapPosition == edge.Point2);
newLocations[1] = Locations.Find(l => l != newLocations[0] && (l.MapPosition == edge.Point1 || l.MapPosition == edge.Point2));
for (int i = 0; i < 2; i++)
{
if (newLocations[i] != null) continue;
Vector2[] points = new Vector2[] { edge.Point1, edge.Point2 };
int positionIndex = Rand.Int(1, Rand.RandSync.Server);
Vector2 position = points[positionIndex];
if (newLocations[1 - i] != null && newLocations[1 - i].MapPosition == position) position = points[1 - positionIndex];
int zone = MathHelper.Clamp(generationParams.DifficultyZones - (int)Math.Floor(Vector2.Distance(position, mapCenter) / zoneRadius), 1, generationParams.DifficultyZones);
newLocations[i] = Location.CreateRandom(position, zone);
Locations.Add(newLocations[i]);
}
var newConnection = new LocationConnection(newLocations[0], newLocations[1]);
float centerDist = Vector2.Distance(newConnection.CenterPos, mapCenter);
newConnection.Difficulty = MathHelper.Clamp(((1.0f - centerDist / mapRadius) * 100) + Rand.Range(-10.0f, 10.0f, Rand.RandSync.Server), 0, 100);
connections.Add(newConnection);
}
//remove connections that are too short
float minConnectionDistanceSqr = generationParams.MinConnectionDistance * generationParams.MinConnectionDistance;
for (int i = connections.Count - 1; i >= 0; i--)
{
LocationConnection connection = connections[i];
if (Vector2.DistanceSquared(connection.Locations[0].MapPosition, connection.Locations[1].MapPosition) > minConnectionDistanceSqr)
{
continue;
}
//locations.Remove(connection.Locations[0]);
connections.Remove(connection);
foreach (LocationConnection connection2 in connections)
{
if (connection2.Locations[0] == connection.Locations[0]) connection2.Locations[0] = connection.Locations[1];
if (connection2.Locations[1] == connection.Locations[0]) connection2.Locations[1] = connection.Locations[1];
}
}
HashSet<Location> connectedLocations = new HashSet<Location>();
foreach (LocationConnection connection in connections)
{
connection.Locations[0].Connections.Add(connection);
connection.Locations[1].Connections.Add(connection);
connectedLocations.Add(connection.Locations[0]);
connectedLocations.Add(connection.Locations[1]);
}
//remove orphans
Locations.RemoveAll(c => !connectedLocations.Contains(c));
//remove locations that are too close to each other
float minLocationDistanceSqr = generationParams.MinLocationDistance * generationParams.MinLocationDistance;
for (int i = Locations.Count - 1; i >= 0; i--)
{
for (int j = Locations.Count - 1; j > i; j--)
{
float dist = Vector2.DistanceSquared(Locations[i].MapPosition, Locations[j].MapPosition);
if (dist > minLocationDistanceSqr)
{
continue;
}
//move connections from Locations[j] to Locations[i]
foreach (LocationConnection connection in Locations[j].Connections)
{
if (connection.Locations[0] == Locations[j])
{
connection.Locations[0] = Locations[i];
}
else
{
connection.Locations[1] = Locations[i];
}
Locations[i].Connections.Add(connection);
}
Locations.RemoveAt(j);
}
}
//remove orphans
Locations.RemoveAll(c => !connectedLocations.Contains(c));
for (int i = connections.Count - 1; i >= 0; i--)
{
i = Math.Min(i, connections.Count - 1);
LocationConnection connection = connections[i];
for (int n = Math.Min(i - 1, connections.Count - 1); n >= 0; n--)
{
if (connection.Locations.Contains(connections[n].Locations[0])
&& connection.Locations.Contains(connections[n].Locations[1]))
{
connections.RemoveAt(n);
}
}
}
foreach (LocationConnection connection in connections)
{
float centerDist = Vector2.Distance(connection.CenterPos, mapCenter);
connection.Difficulty = MathHelper.Clamp(((1.0f - centerDist / mapRadius) * 100) + Rand.Range(-10.0f, 10.0f, Rand.RandSync.Server), 0, 100);
}
AssignBiomes();
GenerateNoiseMapProjSpecific();
}
private void AssignBiomes()
{
float locationRadius = size * 0.5f * generationParams.LocationRadius;
var biomes = LevelGenerationParams.GetBiomes();
Vector2 centerPos = new Vector2(size, size) / 2;
for (int i = 0; i < generationParams.DifficultyZones; i++)
{
List<Biome> allowedBiomes = biomes.FindAll(b => b.AllowedZones.Contains(generationParams.DifficultyZones - i));
float zoneRadius = locationRadius * ((i + 1.0f) / generationParams.DifficultyZones);
foreach (LocationConnection connection in connections)
{
if (connection.Biome != null) continue;
if (i == generationParams.DifficultyZones - 1 ||
Vector2.Distance(connection.Locations[0].MapPosition, centerPos) < zoneRadius ||
Vector2.Distance(connection.Locations[1].MapPosition, centerPos) < zoneRadius)
{
connection.Biome = allowedBiomes[Rand.Range(0, allowedBiomes.Count, Rand.RandSync.Server)];
}
}
}
}
private void ExpandBiomes(List<LocationConnection> seeds)
{
List<LocationConnection> nextSeeds = new List<LocationConnection>();
foreach (LocationConnection connection in seeds)
{
foreach (Location location in connection.Locations)
{
foreach (LocationConnection otherConnection in location.Connections)
{
if (otherConnection == connection) continue;
if (otherConnection.Biome != null) continue; //already assigned
otherConnection.Biome = connection.Biome;
nextSeeds.Add(otherConnection);
}
}
}
if (nextSeeds.Count > 0)
{
ExpandBiomes(nextSeeds);
}
}
private List<LocationConnection> GetMapEdges()
{
List<Vector2> verts = Locations.Select(l => l.MapPosition).ToList();
List<Vector2> giftWrappedVerts = MathUtils.GiftWrap(verts);
List<LocationConnection> edges = new List<LocationConnection>();
foreach (LocationConnection connection in connections)
{
if (giftWrappedVerts.Contains(connection.Locations[0].MapPosition) ||
giftWrappedVerts.Contains(connection.Locations[1].MapPosition))
{
edges.Add(connection);
}
}
return edges;
}
public void MoveToNextLocation()
{
Location prevLocation = CurrentLocation;
SelectedConnection.Passed = true;
CurrentLocation = SelectedLocation;
CurrentLocation.Discovered = true;
SelectedLocation = null;
OnLocationChanged?.Invoke(prevLocation, CurrentLocation);
}
public void SetLocation(int index)
{
if (index == -1)
{
CurrentLocation = null;
return;
}
if (index < 0 || index >= Locations.Count)
{
DebugConsole.ThrowError("Location index out of bounds");
return;
}
Location prevLocation = CurrentLocation;
CurrentLocation = Locations[index];
CurrentLocation.Discovered = true;
OnLocationChanged?.Invoke(prevLocation, CurrentLocation);
}
public void SelectLocation(int index)
{
if (index == -1)
{
SelectedLocation = null;
SelectedConnection = null;
OnLocationSelected?.Invoke(null, null);
return;
}
if (index < 0 || index >= Locations.Count)
{
DebugConsole.ThrowError("Location index out of bounds");
return;
}
SelectedLocation = Locations[index];
SelectedConnection = connections.Find(c => c.Locations.Contains(CurrentLocation) && c.Locations.Contains(SelectedLocation));
OnLocationSelected?.Invoke(SelectedLocation, SelectedConnection);
}
public void SelectLocation(Location location)
{
if (!Locations.Contains(location))
{
string errorMsg = "Failed to select a location. " + (location?.Name ?? "null") + " not found in the map.";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Map.SelectLocation:LocationNotFound", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
CurrentLocation.SelectedMissionIndex = missionIndex;
SelectedLocation = location;
SelectedConnection = connections.Find(c => c.Locations.Contains(CurrentLocation) && c.Locations.Contains(SelectedLocation));
OnLocationSelected?.Invoke(SelectedLocation, SelectedConnection);
}
public void SelectMission(int missionIndex)
{
if (SelectedConnection == null) { return; }
if (CurrentLocation == null)
{
string errorMsg = "Failed to select a mission (current location not set).";
DebugConsole.ThrowError(errorMsg);
GameAnalyticsManager.AddErrorEventOnce("Map.SelectMission:CurrentLocationNotSet", GameAnalyticsSDK.Net.EGAErrorSeverity.Error, errorMsg);
return;
}
CurrentLocation.SelectedMissionIndex = missionIndex;
//the destination must be the same as the destination of the mission
if (CurrentLocation.SelectedMission != null &&
CurrentLocation.SelectedMission.Locations[1] != SelectedLocation)
{
SelectLocation(CurrentLocation.SelectedMission.Locations[1]);
}
OnMissionSelected?.Invoke(SelectedConnection, CurrentLocation.SelectedMission);
}
public void SelectRandomLocation(bool preferUndiscovered)
{
List<Location> nextLocations = CurrentLocation.Connections.Select(c => c.OtherLocation(CurrentLocation)).ToList();
List<Location> undiscoveredLocations = nextLocations.FindAll(l => !l.Discovered);
if (undiscoveredLocations.Count > 0 && preferUndiscovered)
{
SelectLocation(undiscoveredLocations[Rand.Int(undiscoveredLocations.Count, Rand.RandSync.Unsynced)]);
}
else
{
SelectLocation(nextLocations[Rand.Int(nextLocations.Count, Rand.RandSync.Unsynced)]);
}
}
public void ProgressWorld()
{
foreach (Location location in Locations)
{
if (!location.Discovered) continue;
//find which types of locations this one can change to
List<LocationTypeChange> allowedTypeChanges = new List<LocationTypeChange>();
List<LocationTypeChange> readyTypeChanges = new List<LocationTypeChange>();
foreach (LocationTypeChange typeChange in location.Type.CanChangeTo)
{
//check if there are any adjacent locations that would prevent the change
bool disallowedFound = false;
foreach (string disallowedLocationName in typeChange.DisallowedAdjacentLocations)
{
if (location.Connections.Any(c => c.OtherLocation(location).Type.Identifier.ToLowerInvariant() == disallowedLocationName.ToLowerInvariant()))
{
disallowedFound = true;
break;
}
}
if (disallowedFound) continue;
//check that there's a required adjacent location present
bool requiredFound = false;
foreach (string requiredLocationName in typeChange.RequiredAdjacentLocations)
{
if (location.Connections.Any(c => c.OtherLocation(location).Type.Identifier.ToLowerInvariant() == requiredLocationName.ToLowerInvariant()))
{
requiredFound = true;
break;
}
}
if (!requiredFound && typeChange.RequiredAdjacentLocations.Count > 0) continue;
allowedTypeChanges.Add(typeChange);
if (location.TypeChangeTimer >= typeChange.RequiredDuration)
{
readyTypeChanges.Add(typeChange);
}
}
//select a random type change
if (Rand.Range(0.0f, 1.0f) < readyTypeChanges.Sum(t => t.Probability))
{
var selectedTypeChange =
ToolBox.SelectWeightedRandom(readyTypeChanges, readyTypeChanges.Select(t => t.Probability).ToList(), Rand.RandSync.Unsynced);
if (selectedTypeChange != null)
{
string prevName = location.Name;
location.ChangeType(LocationType.List.Find(lt => lt.Identifier.ToLowerInvariant() == selectedTypeChange.ChangeToType.ToLowerInvariant()));
ChangeLocationType(location, prevName, selectedTypeChange);
location.TypeChangeTimer = -1;
break;
}
}
if (allowedTypeChanges.Count > 0)
{
location.TypeChangeTimer++;
}
else
{
location.TypeChangeTimer = 0;
}
}
}
partial void ChangeLocationType(Location location, string prevName, LocationTypeChange change);
partial void ClearAnimQueue();
public static Map LoadNew(XElement element)
{
string mapSeed = element.GetAttributeString("seed", "a");
Map map = new Map(mapSeed);
map.Load(element, false);
return map;
}
public void Load(XElement element, bool showNotifications)
{
ClearAnimQueue();
SetLocation(element.GetAttributeInt("currentlocation", 0));
if (!Version.TryParse(element.GetAttributeString("version", ""), out _))
{
DebugConsole.ThrowError("Incompatible map save file, loading the game failed.");
return;
}
foreach (XElement subElement in element.Elements())
{
switch (subElement.Name.ToString().ToLowerInvariant())
{
case "location":
string locationType = subElement.GetAttributeString("type", "");
Location location = Locations[subElement.GetAttributeInt("i", 0)];
int typeChangeTimer = subElement.GetAttributeInt("changetimer", 0);
int missionsCompleted = subElement.GetAttributeInt("missionscompleted", 0);
string prevLocationName = location.Name;
LocationType prevLocationType = location.Type;
location.Discovered = true;
location.ChangeType(LocationType.List.Find(lt => lt.Identifier.ToLowerInvariant() == locationType.ToLowerInvariant()));
location.TypeChangeTimer = typeChangeTimer;
location.MissionsCompleted = missionsCompleted;
if (showNotifications && prevLocationType != location.Type)
{
ChangeLocationType(
location,
prevLocationName,
prevLocationType.CanChangeTo.Find(c => c.ChangeToType.ToLowerInvariant() == location.Type.Identifier.ToLowerInvariant()));
}
break;
case "connection":
int connectionIndex = subElement.GetAttributeInt("i", 0);
connections[connectionIndex].Passed = true;
break;
}
}
}
public void Save(XElement element)
{
XElement mapElement = new XElement("map");
mapElement.Add(new XAttribute("version", GameMain.Version.ToString()));
mapElement.Add(new XAttribute("currentlocation", CurrentLocationIndex));
mapElement.Add(new XAttribute("seed", Seed));
for (int i = 0; i < Locations.Count; i++)
{
var location = Locations[i];
if (!location.Discovered) continue;
var locationElement = new XElement("location", new XAttribute("i", i));
locationElement.Add(new XAttribute("type", location.Type.Identifier));
if (location.TypeChangeTimer > 0)
{
locationElement.Add(new XAttribute("changetimer", location.TypeChangeTimer));
}
location.CheckMissionCompleted();
if (location.MissionsCompleted > 0)
{
locationElement.Add(new XAttribute("missionscompleted", location.MissionsCompleted));
}
mapElement.Add(locationElement);
}
for (int i = 0; i < connections.Count; i++)
{
var connection = connections[i];
if (!connection.Passed) continue;
var connectionElement = new XElement("connection",
new XAttribute("i", i),
new XAttribute("passed", connection.Passed));
mapElement.Add(connectionElement);
}
element.Add(mapElement);
}
public void Remove()
{
foreach (Location location in Locations)
{
location.Remove();
}
RemoveProjSpecific();
}
partial void RemoveProjSpecific();
}
}