Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/Missions/CombatMission.cs
T
2020-05-13 12:55:42 -03:00

132 lines
4.5 KiB
C#

using Barotrauma.Items.Components;
using System.Collections.Generic;
namespace Barotrauma
{
partial class CombatMission : Mission
{
private Submarine[] subs;
private List<Character>[] crews;
private readonly string[] descriptions;
private static string[] teamNames = { "Team A", "Team B" };
public override bool AllowRespawn
{
get { return false; }
}
private Character.TeamType Winner
{
get
{
if (GameMain.GameSession?.WinningTeam == null) { return Character.TeamType.None; }
return GameMain.GameSession.WinningTeam.Value;
}
}
public override string SuccessMessage
{
get
{
if (Winner == Character.TeamType.None || string.IsNullOrEmpty(base.SuccessMessage)) { return ""; }
//disable success message for now if it hasn't been translated
if (!TextManager.ContainsTag("MissionSuccess." + Prefab.TextIdentifier)) { return ""; }
var loser = Winner == Character.TeamType.Team1 ?
Character.TeamType.Team2 :
Character.TeamType.Team1;
return base.SuccessMessage
.Replace("[loser]", GetTeamName(loser))
.Replace("[winner]", GetTeamName(Winner));
}
}
public override int TeamCount
{
get { return 2; }
}
public CombatMission(MissionPrefab prefab, Location[] locations)
: base(prefab, locations)
{
descriptions = new string[]
{
TextManager.Get("MissionDescriptionNeutral." + prefab.TextIdentifier, true) ?? prefab.ConfigElement.GetAttributeString("descriptionneutral", ""),
TextManager.Get("MissionDescription1." + prefab.TextIdentifier, true) ?? prefab.ConfigElement.GetAttributeString("description1", ""),
TextManager.Get("MissionDescription2." + prefab.TextIdentifier, true) ?? prefab.ConfigElement.GetAttributeString("description2", "")
};
for (int i = 0; i < descriptions.Length; i++)
{
for (int n = 0; n < 2; n++)
{
descriptions[i] = descriptions[i].Replace("[location" + (n + 1) + "]", locations[n].Name);
}
}
teamNames = new string[]
{
TextManager.Get("MissionTeam1." + prefab.TextIdentifier, true) ?? prefab.ConfigElement.GetAttributeString("teamname1", "Team A"),
TextManager.Get("MissionTeam2." + prefab.TextIdentifier, true) ?? prefab.ConfigElement.GetAttributeString("teamname2", "Team B")
};
}
public static string GetTeamName(Character.TeamType teamID)
{
if (teamID == Character.TeamType.Team1)
{
return teamNames.Length > 0 ? teamNames[0] : "Team 1";
}
else if (teamID == Character.TeamType.Team2)
{
return teamNames.Length > 1 ? teamNames[1] : "Team 2";
}
return "Invalid Team";
}
public bool IsInWinningTeam(Character character)
{
return character != null &&
Winner != Character.TeamType.None &&
Winner == character.TeamID;
}
public override void Start(Level level)
{
if (GameMain.NetworkMember == null)
{
DebugConsole.ThrowError("Combat missions cannot be played in the single player mode.");
return;
}
subs = new Submarine[] { Submarine.MainSubs[0], Submarine.MainSubs[1] };
subs[0].TeamID = Character.TeamType.Team1; subs[1].TeamID = Character.TeamType.Team2;
subs[1].SetPosition(subs[1].FindSpawnPos(Level.Loaded.EndPosition));
subs[1].FlipX();
crews = new List<Character>[] { new List<Character>(), new List<Character>() };
foreach (Submarine submarine in Submarine.Loaded)
{
//hide all subs from sonar to make sneak attacks possible
submarine.ShowSonarMarker = false;
}
}
public override void End()
{
if (GameMain.NetworkMember == null) return;
if (Winner != Character.TeamType.None)
{
GiveReward();
completed = true;
}
}
}
}