190 lines
8.4 KiB
C#
190 lines
8.4 KiB
C#
using Barotrauma.Extensions;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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namespace Barotrauma
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{
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partial class MissionAction : EventAction
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{
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[Serialize("", IsPropertySaveable.Yes)]
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public Identifier MissionIdentifier { get; set; }
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[Serialize("", IsPropertySaveable.Yes)]
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public Identifier MissionTag { get; set; }
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[Serialize("", IsPropertySaveable.Yes)]
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public Identifier RequiredFaction { get; set; }
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public ImmutableArray<Identifier> LocationTypes { get; }
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[Serialize(0, IsPropertySaveable.Yes, description: "Minimum distance to the location the mission is unlocked in (1 = one path between locations).")]
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public int MinLocationDistance { get; set; }
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[Serialize(true, IsPropertySaveable.Yes, description: "If true, the mission has to be unlocked in a location further on the campaign map.")]
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public bool UnlockFurtherOnMap { get; set; }
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[Serialize(false, IsPropertySaveable.Yes, description: "If true, a suitable location is forced on the map if one isn't found.")]
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public bool CreateLocationIfNotFound { get; set; }
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private bool isFinished;
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public MissionAction(ScriptedEvent parentEvent, ContentXElement element) : base(parentEvent, element)
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{
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if (MissionIdentifier.IsEmpty && MissionTag.IsEmpty)
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{
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DebugConsole.ThrowError($"Error in event \"{parentEvent.Prefab.Identifier}\": neither MissionIdentifier or MissionTag has been configured.");
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}
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if (!MissionIdentifier.IsEmpty && !MissionTag.IsEmpty)
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{
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DebugConsole.ThrowError($"Error in event \"{parentEvent.Prefab.Identifier}\": both MissionIdentifier or MissionTag have been configured. The tag will be ignored.");
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}
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LocationTypes = element.GetAttributeIdentifierArray("locationtype", Array.Empty<Identifier>()).ToImmutableArray();
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}
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public override bool IsFinished(ref string goTo)
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{
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return isFinished;
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}
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public override void Reset()
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{
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isFinished = false;
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}
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public override void Update(float deltaTime)
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{
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if (isFinished) { return; }
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if (GameMain.GameSession.GameMode is CampaignMode campaign)
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{
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Mission unlockedMission = null;
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var unlockLocation = FindUnlockLocation(MinLocationDistance, UnlockFurtherOnMap, LocationTypes);
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if (unlockLocation == null && CreateLocationIfNotFound)
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{
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//find an empty location at least 3 steps away, further on the map
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var emptyLocation = FindUnlockLocation(Math.Max(MinLocationDistance, 3), unlockFurtherOnMap: true, "none".ToIdentifier().ToEnumerable());
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if (emptyLocation != null)
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{
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emptyLocation.ChangeType(campaign, LocationType.Prefabs[LocationTypes[0]]);
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unlockLocation = emptyLocation;
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}
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}
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if (unlockLocation != null)
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{
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if (!MissionIdentifier.IsEmpty)
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{
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unlockedMission = unlockLocation.UnlockMissionByIdentifier(MissionIdentifier);
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}
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else if (!MissionTag.IsEmpty)
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{
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unlockedMission = unlockLocation.UnlockMissionByTag(MissionTag);
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}
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if (campaign is MultiPlayerCampaign mpCampaign)
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{
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mpCampaign.IncrementLastUpdateIdForFlag(MultiPlayerCampaign.NetFlags.MapAndMissions);
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}
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if (unlockedMission != null)
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{
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unlockedMission.OriginLocation = campaign.Map.CurrentLocation;
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campaign.Map.Discover(unlockLocation, checkTalents: false);
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if (unlockedMission.Locations[0] == unlockedMission.Locations[1] || unlockedMission.Locations[1] == null)
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{
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DebugConsole.NewMessage($"Unlocked mission \"{unlockedMission.Name}\" in the location \"{unlockLocation.Name}\".");
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}
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else
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{
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DebugConsole.NewMessage($"Unlocked mission \"{unlockedMission.Name}\" in the connection from \"{unlockedMission.Locations[0].Name}\" to \"{unlockedMission.Locations[1].Name}\".");
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}
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#if CLIENT
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new GUIMessageBox(string.Empty, TextManager.GetWithVariable("missionunlocked", "[missionname]", unlockedMission.Name),
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Array.Empty<LocalizedString>(), type: GUIMessageBox.Type.InGame, icon: unlockedMission.Prefab.Icon, relativeSize: new Vector2(0.3f, 0.15f), minSize: new Point(512, 128))
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{
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IconColor = unlockedMission.Prefab.IconColor
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};
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#else
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missionsUnlockedThisRound.Add(unlockedMission);
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NotifyMissionUnlock(unlockedMission);
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#endif
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}
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}
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else
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{
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DebugConsole.AddWarning($"Failed to find a suitable location to unlock a mission in (LocationType: {LocationTypes}, MinLocationDistance: {MinLocationDistance}, UnlockFurtherOnMap: {UnlockFurtherOnMap})");
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}
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}
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isFinished = true;
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}
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private Location FindUnlockLocation(int minDistance, bool unlockFurtherOnMap, IEnumerable<Identifier> locationTypes)
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{
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var campaign = GameMain.GameSession.GameMode as CampaignMode;
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if (LocationTypes.Length == 0 && minDistance <= 1)
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{
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return campaign.Map.CurrentLocation;
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}
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var currentLocation = campaign.Map.CurrentLocation;
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int distance = 0;
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HashSet<Location> checkedLocations = new HashSet<Location>();
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HashSet<Location> pendingLocations = new HashSet<Location>() { currentLocation };
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do
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{
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List<Location> currentLocations = pendingLocations.ToList();
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pendingLocations.Clear();
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foreach (var location in currentLocations)
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{
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checkedLocations.Add(location);
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if (IsLocationValid(currentLocation, location, unlockFurtherOnMap, distance, minDistance, locationTypes))
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{
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return location;
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}
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else
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{
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foreach (LocationConnection connection in location.Connections)
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{
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var otherLocation = connection.OtherLocation(location);
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if (checkedLocations.Contains(otherLocation)) { continue; }
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pendingLocations.Add(otherLocation);
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}
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}
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}
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distance++;
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} while (pendingLocations.Any());
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return null;
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}
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private bool IsLocationValid(Location currLocation, Location location, bool unlockFurtherOnMap, int distance, int minDistance, IEnumerable<Identifier> locationTypes)
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{
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if (!RequiredFaction.IsEmpty)
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{
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if (location.Faction?.Prefab.Identifier != RequiredFaction &&
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location.SecondaryFaction?.Prefab.Identifier != RequiredFaction)
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{
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return false;
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}
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}
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if (!locationTypes.Contains(location.Type.Identifier) && !(location.HasOutpost() && locationTypes.Contains("AnyOutpost".ToIdentifier())))
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{
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return false;
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}
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if (distance < minDistance)
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{
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return false;
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}
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if (unlockFurtherOnMap && location.MapPosition.X < currLocation.MapPosition.X)
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{
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return false;
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}
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return true;
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}
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public override string ToDebugString()
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{
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return $"{ToolBox.GetDebugSymbol(isFinished)} {nameof(MissionAction)} -> ({(MissionIdentifier.IsEmpty ? MissionTag : MissionIdentifier)})";
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}
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}
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} |