213 lines
8.3 KiB
C#
213 lines
8.3 KiB
C#
using Barotrauma.Extensions;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
|
|
namespace Barotrauma
|
|
{
|
|
partial class CombatMission : Mission
|
|
{
|
|
private Submarine[] subs;
|
|
|
|
private readonly LocalizedString[] descriptions;
|
|
private static LocalizedString[] teamNames = { "Team A", "Team B" };
|
|
|
|
private readonly bool allowRespawning;
|
|
|
|
enum WinCondition
|
|
{
|
|
/// <summary>
|
|
/// The winner is the team with the last living player(s)
|
|
/// </summary>
|
|
LastManStanding,
|
|
/// <summary>
|
|
/// The team who reaches a specific number of kills (determined by WinScore) is the winner
|
|
/// </summary>
|
|
KillCount,
|
|
/// <summary>
|
|
/// The team who controls a specific submarine (can be a ruin, outpost or a beacon station too) for some time (determined by WinScore) is the winner
|
|
/// </summary>
|
|
ControlSubmarine
|
|
}
|
|
|
|
private readonly WinCondition winCondition;
|
|
|
|
public override bool AllowRespawning
|
|
{
|
|
get => allowRespawning;
|
|
}
|
|
|
|
private Submarine targetSubmarine;
|
|
|
|
private LocalizedString targetSubmarineSonarLabel;
|
|
|
|
/// <summary>
|
|
/// Which type of submarine the team needs to stay in control of to win
|
|
/// </summary>
|
|
public TagAction.SubType TargetSubmarineType { get; set; }
|
|
|
|
public readonly int PointsPerKill;
|
|
|
|
/// <summary>
|
|
/// The score required to win the mission.
|
|
/// </summary>
|
|
public int WinScore => GameMain.NetworkMember?.ServerSettings.WinScorePvP ?? 10;
|
|
|
|
/// <summary>
|
|
/// Is the winner determined by some kind of a scoring mechanism?
|
|
/// </summary>
|
|
public bool HasWinScore =>
|
|
winCondition != WinCondition.LastManStanding || PointsPerKill != 0;
|
|
|
|
/// <summary>
|
|
/// Scores of both teams. What the scoring represents depends on how the mission is configured (kills, time in control of a beacon station?)
|
|
/// </summary>
|
|
public readonly int[] Scores = new int[2];
|
|
|
|
public static CharacterTeamType Winner
|
|
{
|
|
get
|
|
{
|
|
if (GameMain.GameSession?.WinningTeam == null) { return CharacterTeamType.None; }
|
|
return GameMain.GameSession.WinningTeam.Value;
|
|
}
|
|
}
|
|
|
|
public override LocalizedString SuccessMessage
|
|
{
|
|
get
|
|
{
|
|
if (Winner == CharacterTeamType.None || base.SuccessMessage.IsNullOrEmpty()) { return ""; }
|
|
|
|
//disable success message for now if it hasn't been translated
|
|
if (!TextManager.ContainsTag("MissionSuccess." + Prefab.TextIdentifier)) { return ""; }
|
|
|
|
var loser = Winner == CharacterTeamType.Team1 ?
|
|
CharacterTeamType.Team2 :
|
|
CharacterTeamType.Team1;
|
|
|
|
return base.SuccessMessage
|
|
.Replace("[loser]", GetTeamName(loser))
|
|
.Replace("[winner]", GetTeamName(Winner));
|
|
}
|
|
}
|
|
|
|
public CombatMission(MissionPrefab prefab, Location[] locations, Submarine sub)
|
|
: base(prefab, locations, sub)
|
|
{
|
|
allowRespawning = prefab.ConfigElement.GetAttributeBool(nameof(AllowRespawning), false);
|
|
|
|
winCondition = prefab.ConfigElement.GetAttributeEnum(nameof(WinCondition),
|
|
allowRespawning ? WinCondition.KillCount : WinCondition.LastManStanding);
|
|
|
|
PointsPerKill = prefab.ConfigElement.GetAttributeInt(nameof(PointsPerKill), 0);
|
|
|
|
TargetSubmarineType = prefab.ConfigElement.GetAttributeEnum(nameof(TargetSubmarineType), TagAction.SubType.Any);
|
|
|
|
string sonarTag = prefab.ConfigElement.GetAttributeString(nameof(targetSubmarineSonarLabel), string.Empty);
|
|
if (!sonarTag.IsNullOrEmpty())
|
|
{
|
|
targetSubmarineSonarLabel = TextManager.Get(sonarTag);
|
|
}
|
|
|
|
if (allowRespawning && winCondition == WinCondition.LastManStanding)
|
|
{
|
|
DebugConsole.ThrowError($"Error in mission {prefab.Identifier}: win condition cannot be \"last man standing\" when respawning is enabled.",
|
|
contentPackage: prefab.ContentPackage);
|
|
}
|
|
|
|
descriptions = new LocalizedString[]
|
|
{
|
|
TextManager.Get("MissionDescriptionNeutral." + prefab.TextIdentifier).Fallback(prefab.ConfigElement.GetAttributeString("descriptionneutral", "")),
|
|
TextManager.Get("MissionDescription1." + prefab.TextIdentifier).Fallback(prefab.ConfigElement.GetAttributeString("description1", "")),
|
|
TextManager.Get("MissionDescription2." + prefab.TextIdentifier).Fallback(prefab.ConfigElement.GetAttributeString("description2", ""))
|
|
};
|
|
|
|
for (int i = 0; i < descriptions.Length; i++)
|
|
{
|
|
for (int n = 0; n < 2; n++)
|
|
{
|
|
descriptions[i] =
|
|
descriptions[i]
|
|
.Replace($"[location{n + 1}]", locations[n].DisplayName)
|
|
.Replace("[winscore]", WinScore.ToString());
|
|
}
|
|
}
|
|
|
|
teamNames = new LocalizedString[]
|
|
{
|
|
TextManager.Get("MissionTeam1." + prefab.TextIdentifier).Fallback(TextManager.Get(prefab.ConfigElement.GetAttributeString("teamname1", "missionteam1.pvpmission"))),
|
|
TextManager.Get("MissionTeam2." + prefab.TextIdentifier).Fallback(TextManager.Get(prefab.ConfigElement.GetAttributeString("teamname2", "missionteam2.pvpmission"))),
|
|
};
|
|
|
|
if (winCondition == WinCondition.KillCount && PointsPerKill == 0)
|
|
{
|
|
DebugConsole.AddWarning($"Potential error in mission {Prefab.Identifier}: win condition is kill count, but {nameof(PointsPerKill)} is set to 0.");
|
|
}
|
|
}
|
|
|
|
public static LocalizedString GetTeamName(CharacterTeamType teamID)
|
|
{
|
|
if (teamID == CharacterTeamType.Team1)
|
|
{
|
|
return teamNames.Length > 0 ? teamNames[0] : "Team 1";
|
|
}
|
|
else if (teamID == CharacterTeamType.Team2)
|
|
{
|
|
return teamNames.Length > 1 ? teamNames[1] : "Team 2";
|
|
}
|
|
|
|
return "Invalid Team";
|
|
}
|
|
|
|
public static bool IsInWinningTeam(Character character)
|
|
{
|
|
return character != null &&
|
|
Winner != CharacterTeamType.None &&
|
|
Winner == character.TeamID;
|
|
}
|
|
|
|
protected override void StartMissionSpecific(Level level)
|
|
{
|
|
if (GameMain.NetworkMember == null)
|
|
{
|
|
DebugConsole.ThrowError("Combat missions cannot be played in the single player mode.");
|
|
return;
|
|
}
|
|
|
|
subs = new Submarine[] { Submarine.MainSubs[0], Submarine.MainSubs[1] };
|
|
|
|
if (Prefab.LoadSubmarines)
|
|
{
|
|
subs[0].NeutralizeBallast();
|
|
subs[0].TeamID = CharacterTeamType.Team1;
|
|
subs[0].GetConnectedSubs().ForEach(s => s.TeamID = CharacterTeamType.Team1);
|
|
|
|
subs[1].NeutralizeBallast();
|
|
subs[1].TeamID = CharacterTeamType.Team2;
|
|
subs[1].GetConnectedSubs().ForEach(s => s.TeamID = CharacterTeamType.Team2);
|
|
GameSession.PlaceSubAtInitialPosition(subs[1], level, placeAtStart: false);
|
|
subs[1].FlipX();
|
|
}
|
|
#if SERVER
|
|
crews = new List<Character>[] { new List<Character>(), new List<Character>() };
|
|
roundEndTimer = RoundEndDuration;
|
|
#endif
|
|
|
|
if (TargetSubmarineType != TagAction.SubType.Any)
|
|
{
|
|
targetSubmarine = Submarine.Loaded.FirstOrDefault(s => TagAction.SubmarineTypeMatches(s, TargetSubmarineType));
|
|
if (targetSubmarine == null)
|
|
{
|
|
DebugConsole.ThrowError($"Error in mission {Prefab.Identifier}: could not find a submarine of the type {TargetSubmarineType}.",
|
|
contentPackage: Prefab.ContentPackage);
|
|
}
|
|
}
|
|
}
|
|
|
|
protected override bool DetermineCompleted()
|
|
{
|
|
return Winner != CharacterTeamType.None;
|
|
}
|
|
}
|
|
}
|