Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/Missions/Mission.cs
2025-09-17 13:44:21 +03:00

926 lines
40 KiB
C#

using Barotrauma.Abilities;
using Barotrauma.Extensions;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
namespace Barotrauma
{
abstract partial class Mission
{
public readonly MissionPrefab Prefab;
private bool completed;
protected bool failed;
protected Level level;
protected int state;
public virtual int State
{
get { return state; }
set
{
if (state != value)
{
int previousState = state;
state = value;
TryTriggerEvents(state);
#if SERVER
GameMain.Server?.UpdateMissionState(this);
#elif CLIENT
if (Prefab.ShowProgressBar)
{
CharacterHUD.ShowMissionProgressBar(this);
}
#endif
ShowMessage(State);
OnMissionStateChanged?.Invoke(this);
MissionStateChanged(previousState);
}
}
}
public int TimesAttempted { get; set; }
protected static bool IsClient => GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
protected readonly CheckDataAction completeCheckDataAction;
public readonly ImmutableArray<LocalizedString> Headers;
public readonly ImmutableArray<LocalizedString> Messages;
/// <summary>
/// The reward that was actually given from completing the mission, taking any talent bonuses into account
/// (some of which may not be possible to determine in advance)
/// </summary>
private int? finalReward;
public virtual LocalizedString Name => Prefab.Name;
private readonly LocalizedString successMessage;
public virtual LocalizedString SuccessMessage
{
get { return successMessage; }
//private set { successMessage = value; }
}
private readonly LocalizedString failureMessage;
public virtual LocalizedString FailureMessage
{
get { return failureMessage; }
//private set { failureMessage = value; }
}
protected LocalizedString description;
public virtual LocalizedString Description
{
get { return description; }
//private set { description = value; }
}
protected LocalizedString descriptionWithoutReward;
public virtual bool AllowUndocking
{
get { return true; }
}
public virtual int Reward
{
get
{
return Prefab.Reward;
}
}
public ImmutableList<MissionPrefab.ReputationReward> ReputationRewards
{
get { return Prefab.ReputationRewards; }
}
public bool Completed
{
get { return completed; }
set { completed = value; }
}
public bool Failed
{
get { return failed || ForceFailure; }
}
public bool ForceFailure;
public virtual bool AllowRespawning
{
get { return true; }
}
public virtual int TeamCount
{
get { return 1; }
}
public virtual SubmarineInfo EnemySubmarineInfo
{
get { return null; }
}
public virtual IEnumerable<(LocalizedString Label, Vector2 Position)> SonarLabels
{
get { return Enumerable.Empty<(LocalizedString Label, Vector2 Position)>(); }
}
public Identifier SonarIconIdentifier => Prefab.SonarIconIdentifier;
/// <summary>
/// Where was this mission received from? Affects which faction we give reputation for if the mission is configured to give reputation for the faction that gave the mission.
/// Defaults to Locations[0]
/// </summary>
public Location OriginLocation;
public readonly Location[] Locations;
public int? Difficulty
{
get { return Prefab.Difficulty; }
}
private class DelayedTriggerEvent
{
public readonly MissionPrefab.TriggerEvent TriggerEvent;
public float Delay;
public DelayedTriggerEvent(MissionPrefab.TriggerEvent triggerEvent, float delay)
{
TriggerEvent = triggerEvent;
Delay = delay;
}
}
private readonly List<DelayedTriggerEvent> delayedTriggerEvents = new List<DelayedTriggerEvent>();
public Action<Mission> OnMissionStateChanged;
protected readonly ContentXElement characterConfig;
protected readonly List<Character> characters = new List<Character>();
protected readonly Dictionary<Character, List<Item>> characterItems = new Dictionary<Character, List<Item>>();
public Mission(MissionPrefab prefab, Location[] locations, Submarine sub)
{
System.Diagnostics.Debug.Assert(locations.Length == 2);
Prefab = prefab;
description = prefab.Description.Value;
successMessage = prefab.SuccessMessage.Value;
failureMessage = prefab.FailureMessage.Value;
Headers = prefab.Headers;
var messages = prefab.Messages.ToArray();
OriginLocation = locations[0];
Locations = locations;
var endConditionElement = prefab.ConfigElement.GetChildElement(nameof(completeCheckDataAction));
if (endConditionElement != null)
{
completeCheckDataAction = new CheckDataAction(endConditionElement, $"Mission ({prefab.Identifier})");
}
descriptionWithoutReward = ReplaceVariablesInMissionMessage(description, sub, replaceReward: false);
description = ReplaceVariablesInMissionMessage(description, sub);
successMessage = ReplaceVariablesInMissionMessage(successMessage, sub);
failureMessage = ReplaceVariablesInMissionMessage(failureMessage, sub);
for (int m = 0; m < messages.Length; m++)
{
messages[m] = ReplaceVariablesInMissionMessage(messages[m], sub);
}
Messages = messages.ToImmutableArray();
characterConfig = prefab.ConfigElement.GetChildElement("Characters");
if (prefab.ConfigElement.GetChildElements("Characters").Count() > 1)
{
DebugConsole.AddWarning($"Error in mission {Prefab.Identifier}: multiple <Characters> elements found. Only the first one will be used.",
contentPackage: prefab.ContentPackage);
}
}
public LocalizedString ReplaceVariablesInMissionMessage(LocalizedString message, Submarine sub, bool replaceReward = true)
{
for (int locationIndex = 0; locationIndex < 2; locationIndex++)
{
string locationName = $"‖color:gui.orange‖{Locations[locationIndex].DisplayName}‖end‖";
message = message.Replace("[location" + (locationIndex + 1) + "]", locationName);
}
if (replaceReward)
{
string rewardText = $"‖color:gui.orange‖{string.Format(CultureInfo.InvariantCulture, "{0:N0}", GetReward(sub))}‖end‖";
message = message.Replace("[reward]", rewardText);
}
return message;
}
protected virtual void MissionStateChanged(int previousState) {}
public virtual void SetLevel(LevelData level) { }
public static Mission LoadRandom(Location[] locations, string seed, bool requireCorrectLocationType, IEnumerable<Identifier> missionTypes, bool isSinglePlayer = false, float? difficultyLevel = null)
{
return LoadRandom(locations, new MTRandom(ToolBox.StringToInt(seed)), requireCorrectLocationType, missionTypes, isSinglePlayer, difficultyLevel);
}
public static Mission LoadRandom(Location[] locations, MTRandom rand, bool requireCorrectLocationType, IEnumerable<Identifier> missionTypes, bool isSinglePlayer = false, float? difficultyLevel = null)
{
List<MissionPrefab> allowedMissions = new List<MissionPrefab>();
if (missionTypes.None())
{
return null;
}
else
{
allowedMissions.AddRange(MissionPrefab.Prefabs.Where(m => missionTypes.Contains(m.Type)));
}
allowedMissions.RemoveAll(m => isSinglePlayer ? m.MultiplayerOnly : m.SingleplayerOnly);
if (requireCorrectLocationType)
{
allowedMissions.RemoveAll(m => !m.IsAllowed(locations[0], locations[1]));
}
if (difficultyLevel.HasValue)
{
allowedMissions.RemoveAll(m => !m.IsAllowedDifficulty(difficultyLevel.Value));
}
if (allowedMissions.Count == 0) { return null; }
MissionPrefab missionPrefab = ToolBox.SelectWeightedRandom(allowedMissions, m => m.Commonness, rand);
return missionPrefab.Instantiate(locations, Submarine.MainSub);
}
/// <summary>
/// Calculates the base reward, can be overridden for different mission types
/// </summary>
public virtual float GetBaseReward(Submarine sub)
{
return Prefab.Reward;
}
/// <summary>
/// Calculates the available monetary reward, taking into account universal modifiers such as campaign settings.
/// </summary>
public int GetReward(Submarine sub)
{
float reward = GetBaseReward(sub);
// Some modifiers should apply universally to all implementations of GetBaseReward
if (GameMain.GameSession?.Campaign is CampaignMode campaign)
{
reward *= campaign.Settings.MissionRewardMultiplier;
}
return (int)Math.Round(reward);
}
/// <summary>
/// Call to load character elements to be spawned. Has to be implemented (and synced) separately per each mission.
/// </summary>
protected void InitCharacters(Submarine submarine)
{
characters.Clear();
characterItems.Clear();
if (characterConfig != null)
{
foreach (XElement element in characterConfig.Elements())
{
if (GameMain.NetworkMember == null && element.GetAttributeBool("multiplayeronly", false)) { continue; }
int defaultCount = element.GetAttributeInt("count", -1);
if (defaultCount < 0)
{
defaultCount = element.GetAttributeInt("amount", 1);
}
int min = Math.Min(element.GetAttributeInt("min", defaultCount), 255);
int max = Math.Min(Math.Max(min, element.GetAttributeInt("max", defaultCount)), 255);
int count = Rand.Range(min, max + 1);
if (element.Attribute("identifier") != null && element.Attribute("from") != null)
{
HumanPrefab humanPrefab = GetHumanPrefabFromElement(element);
if (humanPrefab == null)
{
DebugConsole.ThrowError($"Couldn't spawn a human character for a mission: human prefab \"{element.GetAttributeString("identifier", string.Empty)}\" not found",
contentPackage: Prefab.ContentPackage);
continue;
}
for (int i = 0; i < count; i++)
{
LoadHuman(humanPrefab, element, submarine);
}
}
else
{
Identifier speciesName = element.GetAttributeIdentifier("character", element.GetAttributeIdentifier("identifier", Identifier.Empty));
var characterPrefab = CharacterPrefab.FindBySpeciesName(speciesName);
if (characterPrefab == null)
{
DebugConsole.ThrowError($"Couldn't spawn a character for a mission: character prefab \"{speciesName}\" not found",
contentPackage: Prefab.ContentPackage);
continue;
}
for (int i = 0; i < count; i++)
{
LoadMonster(characterPrefab, element, submarine);
}
}
}
}
}
private SpawnAction.SpawnLocationType GetSpawnLocationTypeFromSubmarineType(Submarine sub)
{
return sub.Info.Type switch
{
SubmarineType.Outpost or SubmarineType.OutpostModule => SpawnAction.SpawnLocationType.Outpost,
SubmarineType.Wreck => SpawnAction.SpawnLocationType.Wreck,
SubmarineType.Ruin => SpawnAction.SpawnLocationType.Ruin,
SubmarineType.BeaconStation => SpawnAction.SpawnLocationType.BeaconStation,
SubmarineType.Player => SpawnAction.SpawnLocationType.MainSub,
_ => SpawnAction.SpawnLocationType.Any
};
}
protected virtual Character LoadHuman(HumanPrefab humanPrefab, XElement element, Submarine submarine)
{
Identifier[] moduleFlags = element.GetAttributeIdentifierArray("moduleflags", null);
Identifier[] spawnPointTags = element.GetAttributeIdentifierArray("spawnpointtags", null);
var spawnPointType = element.GetAttributeEnum("spawnpointtype", SpawnType.Human);
ISpatialEntity spawnPos = SpawnAction.GetSpawnPos(
GetSpawnLocationTypeFromSubmarineType(submarine), spawnPointType,
moduleFlags ?? humanPrefab.GetModuleFlags(),
spawnPointTags ?? humanPrefab.GetSpawnPointTags(),
element.GetAttributeBool("asfaraspossible", false));
spawnPos ??= submarine.GetHulls(alsoFromConnectedSubs: false).GetRandomUnsynced();
var teamId = element.GetAttributeEnum("teamid", CharacterTeamType.None);
var originalTeam = Level.Loaded.StartOutpost?.TeamID ?? teamId;
Character spawnedCharacter = CreateHuman(humanPrefab, characters, characterItems, submarine, originalTeam, spawnPos);
//consider the NPC to be "originally" from the team of the outpost it spawns in, and change it to the desired (hostile) team afterwards
//that allows the NPC to fight intruders and otherwise function in the outpost if the mission is configured to spawn the hostile NPCs in a friendly outpost
if (teamId != originalTeam)
{
spawnedCharacter.SetOriginalTeamAndChangeTeam(teamId, processImmediately: true);
}
if (element.GetAttribute("color") != null)
{
spawnedCharacter.UniqueNameColor = element.GetAttributeColor("color", Color.Red);
}
if (submarine.Info is { IsOutpost: true } outPostInfo)
{
outPostInfo.AddOutpostNPCIdentifierOrTag(spawnedCharacter, humanPrefab.Identifier);
foreach (Identifier tag in humanPrefab.GetTags())
{
outPostInfo.AddOutpostNPCIdentifierOrTag(spawnedCharacter, tag);
}
}
if (spawnPos is WayPoint wp)
{
spawnedCharacter.GiveIdCardTags(wp);
}
InitCharacter(spawnedCharacter, element);
return spawnedCharacter;
}
protected virtual Character LoadMonster(CharacterPrefab monsterPrefab, XElement element, Submarine submarine)
{
Identifier[] moduleFlags = element.GetAttributeIdentifierArray("moduleflags", null);
Identifier[] spawnPointTags = element.GetAttributeIdentifierArray("spawnpointtags", null);
ISpatialEntity spawnPos = SpawnAction.GetSpawnPos(SpawnAction.SpawnLocationType.Outpost, SpawnType.Enemy, moduleFlags, spawnPointTags, element.GetAttributeBool("asfaraspossible", false));
spawnPos ??= submarine.GetHulls(alsoFromConnectedSubs: false).GetRandomUnsynced();
Character spawnedCharacter = Character.Create(monsterPrefab.Identifier, spawnPos.WorldPosition, ToolBox.RandomSeed(8), createNetworkEvent: false);
characters.Add(spawnedCharacter);
if (spawnedCharacter.Inventory != null)
{
characterItems.Add(spawnedCharacter, spawnedCharacter.Inventory.FindAllItems(recursive: true));
}
if (submarine != null && spawnedCharacter.AIController is EnemyAIController enemyAi)
{
enemyAi.UnattackableSubmarines.Add(submarine);
enemyAi.UnattackableSubmarines.Add(Submarine.MainSub);
foreach (Submarine sub in Submarine.MainSub.DockedTo)
{
enemyAi.UnattackableSubmarines.Add(sub);
}
}
InitCharacter(spawnedCharacter, element);
return spawnedCharacter;
}
protected virtual void InitCharacter(Character character, XElement element)
{
if (element.GetAttributeBool(Tags.IgnoredByAI.Value, false))
{
character.AddAbilityFlag(AbilityFlags.IgnoredByEnemyAI);
}
float playDeadProbability = element.GetAttributeFloat("playdeadprobability", -1);
if (playDeadProbability >= 0)
{
character.EvaluatePlayDeadProbability(playDeadProbability);
}
float huskProbability = element.GetAttributeFloat("huskprobability", 0);
if (huskProbability > 0 && Rand.Value() <= huskProbability)
{
character.TurnIntoHusk();
}
else if (element.GetAttributeBool("corpse", false))
{
character.Kill(CauseOfDeathType.Unknown, causeOfDeathAffliction: null, log: false);
}
}
public void Start(Level level)
{
state = 0;
#if CLIENT
shownMessages.Clear();
#endif
delayedTriggerEvents.Clear();
foreach (string categoryToShow in Prefab.UnhideEntitySubCategories)
{
foreach (MapEntity entityToShow in MapEntity.MapEntityList.Where(me => me.Prefab?.HasSubCategory(categoryToShow) ?? false))
{
entityToShow.IsLayerHidden = false;
}
}
this.level = level;
TryTriggerEvents(0);
StartMissionSpecific(level);
}
protected virtual void StartMissionSpecific(Level level) { }
public void Update(float deltaTime)
{
for (int i = delayedTriggerEvents.Count - 1; i>=0;i--)
{
delayedTriggerEvents[i].Delay -= deltaTime;
if (delayedTriggerEvents[i].Delay <= 0.0f)
{
TriggerEvent(delayedTriggerEvents[i].TriggerEvent);
delayedTriggerEvents.RemoveAt(i);
}
}
UpdateMissionSpecific(deltaTime);
}
protected virtual void UpdateMissionSpecific(float deltaTime) { }
protected void ShowMessage(int missionState)
{
ShowMessageProjSpecific(missionState);
}
partial void ShowMessageProjSpecific(int missionState);
protected virtual LocalizedString ModifyMessage(LocalizedString message, bool color = true)
{
return message;
}
private void TryTriggerEvents(int state)
{
foreach (var triggerEvent in Prefab.TriggerEvents)
{
if (triggerEvent.State == state)
{
TryTriggerEvent(triggerEvent);
}
}
}
/// <summary>
/// Triggers the event or adds it to the delayedTriggerEvents it if it has a delay
/// </summary>
private void TryTriggerEvent(MissionPrefab.TriggerEvent trigger)
{
if (trigger.CampaignOnly && GameMain.GameSession?.Campaign == null) { return; }
if (trigger.Delay > 0 || trigger.State == 0)
{
if (!delayedTriggerEvents.Any(t => t.TriggerEvent == trigger))
{
delayedTriggerEvents.Add(new DelayedTriggerEvent(trigger, trigger.Delay));
}
}
else
{
TriggerEvent(trigger);
}
}
/// <summary>
/// Triggers the event immediately, ignoring any delays
/// </summary>
private void TriggerEvent(MissionPrefab.TriggerEvent trigger)
{
if (trigger.CampaignOnly && GameMain.GameSession?.Campaign == null) { return; }
//clients are not allowed to trigger events, they're handled by the server
if (GameMain.NetworkMember is { IsClient: true }) { return; }
EventPrefab eventPrefab = EventPrefab.FindEventPrefab(trigger.EventIdentifier, trigger.EventTag, Prefab.ContentPackage);
if (eventPrefab == null)
{
DebugConsole.ThrowError($"Mission {Prefab.Identifier} failed to trigger an event (identifier: {trigger.EventIdentifier}, tag: {trigger.EventTag}).", contentPackage: Prefab.ContentPackage);
return;
}
if (GameMain.GameSession?.EventManager != null)
{
var newEvent = eventPrefab.CreateInstance(GameMain.GameSession.EventManager.RandomSeed);
GameMain.GameSession.EventManager.ActivateEvent(newEvent);
}
}
/// <summary>
/// End the mission and give a reward if it was completed successfully
/// </summary>
public void End()
{
if (GameMain.NetworkMember is not { IsClient: true })
{
completed =
!ForceFailure &&
DetermineCompleted() &&
(completeCheckDataAction == null || completeCheckDataAction.GetSuccess());
}
if (completed)
{
if (Prefab.LocationTypeChangeOnCompleted != null)
{
ChangeLocationType(Prefab.LocationTypeChangeOnCompleted);
}
try
{
GiveReward();
}
catch (Exception e)
{
string errorMsg = "Unknown error while giving mission rewards.";
DebugConsole.ThrowError(errorMsg, e, contentPackage: Prefab.ContentPackage);
GameAnalyticsManager.AddErrorEventOnce("Mission.End:GiveReward", GameAnalyticsManager.ErrorSeverity.Error, errorMsg + "\n" + e.StackTrace);
#if SERVER
GameMain.Server?.SendChatMessage(errorMsg + "\n" + e.StackTrace, Networking.ChatMessageType.Error);
#endif
}
}
TimesAttempted++;
EndMissionSpecific(completed);
if (ForceFailure)
{
failed = true;
}
}
protected abstract bool DetermineCompleted();
protected virtual void EndMissionSpecific(bool completed) { }
/// <summary>
/// Get the final reward, taking talent bonuses into account if the mission has concluded and the talents modified the reward accordingly.
/// </summary>
public int GetFinalReward(Submarine sub)
{
return finalReward ?? GetReward(sub);
}
/// <summary>
/// Calculates the final reward after talent bonuses have been applied. Note that this triggers talent effects of the type OnGainMissionMoney,
/// and should only be called once when the mission is completed!
/// </summary>
private void CalculateFinalReward(Submarine sub)
{
int reward = GetReward(sub);
IEnumerable<Character> crewCharacters = GameSession.GetSessionCrewCharacters(CharacterType.Both);
var missionMoneyGainMultiplier = new AbilityMissionMoneyGainMultiplier(this, 1f);
CharacterTalent.CheckTalentsForCrew(crewCharacters, AbilityEffectType.OnGainMissionMoney, missionMoneyGainMultiplier);
crewCharacters.ForEach(c => missionMoneyGainMultiplier.Value += c.GetStatValue(StatTypes.MissionMoneyGainMultiplier));
finalReward = (int)(reward * missionMoneyGainMultiplier.Value);
}
private float CalculateDifficultyXPMultiplier()
{
const float minMissionDifficulty = 1;
const float maxMissionDifficulty = 4;
const float maxXpBonus = 1.3f;
float selectedMissionDifficulty = MathUtils.InverseLerp(minMissionDifficulty, maxMissionDifficulty, Prefab.Difficulty.GetValueOrDefault());
float xpBonusMultiplier = MathHelper.Lerp(1.0f, maxXpBonus, selectedMissionDifficulty);
return xpBonusMultiplier;
}
private void GiveReward()
{
if (GameMain.GameSession.GameMode is not CampaignMode campaign) { return; }
float xpReward = GetBaseReward(Submarine.MainSub) * Prefab.ExperienceMultiplier * campaign.Settings.ExperienceRewardMultiplier;
float xpGain = xpReward * level.LevelData.Biome.ExperienceFromMissionRewards * CalculateDifficultyXPMultiplier();
IEnumerable<Character> crewCharacters = GameSession.GetSessionCrewCharacters(CharacterType.Both);
// use multipliers here so that we can easily add them together without introducing multiplicative XP stacking
var experienceGainMultiplier = new AbilityMissionExperienceGainMultiplier(this, 1f, character: null);
crewCharacters.ForEach(c => experienceGainMultiplier.Value += c.GetStatValue(StatTypes.MissionExperienceGainMultiplier));
DistributeExperienceToCrew(crewCharacters, (int)(xpGain * experienceGainMultiplier.Value));
CalculateFinalReward(Submarine.MainSub);
#if SERVER
finalReward = DistributeRewardsToCrew(GameSession.GetSessionCrewCharacters(CharacterType.Player), finalReward.Value);
#endif
bool isSingleplayerOrServer = GameMain.IsSingleplayer || GameMain.NetworkMember is { IsServer: true };
if (isSingleplayerOrServer)
{
if (finalReward > 0)
{
campaign.Bank.Give(finalReward.Value);
}
foreach (Character character in crewCharacters)
{
character.Info.MissionsCompletedSinceDeath++;
}
foreach (var reputationReward in ReputationRewards)
{
var reputationGainMultiplier = new AbilityMissionReputationGainMultiplier(this, 1f, character: null);
foreach (var c in crewCharacters) { c.CheckTalents(AbilityEffectType.OnCrewGainMissionReputation, reputationGainMultiplier); }
float amount = reputationReward.Amount * reputationGainMultiplier.Value;
if (reputationReward.FactionIdentifier == "location")
{
OriginLocation.Reputation?.AddReputation(amount);
TryGiveReputationForOpposingFaction(OriginLocation.Faction, reputationReward.AmountForOpposingFaction);
}
else
{
Faction faction = campaign.Factions.Find(faction1 => faction1.Prefab.Identifier == reputationReward.FactionIdentifier);
if (faction != null)
{
faction.Reputation.AddReputation(amount);
TryGiveReputationForOpposingFaction(faction, reputationReward.AmountForOpposingFaction);
}
}
}
void TryGiveReputationForOpposingFaction(Faction thisFaction, float amount)
{
if (MathUtils.NearlyEqual(amount, 0.0f)) { return; }
if (thisFaction?.Prefab != null &&
!thisFaction.Prefab.OpposingFaction.IsEmpty)
{
Faction faction = campaign.Factions.Find(faction1 => faction1.Prefab.Identifier == thisFaction.Prefab.OpposingFaction);
faction?.Reputation.AddReputation(amount);
}
}
}
if (Prefab.DataRewards != null)
{
foreach (var (identifier, value, operation) in Prefab.DataRewards)
{
SetDataAction.PerformOperation(campaign.CampaignMetadata, identifier, value, operation);
}
}
}
partial void DistributeExperienceToCrew(IEnumerable<Character> crew, int experienceGain);
public static int GetRewardDistibutionSum(IEnumerable<Character> crew, int rewardDistribution = 0) => crew.Sum(c => c.Wallet.RewardDistribution) + rewardDistribution;
public static (int Amount, int Percentage, float Sum) GetRewardShare(int rewardDistribution, IEnumerable<Character> crew, Option<int> reward)
{
float sum = GetRewardDistibutionSum(crew, rewardDistribution);
if (MathUtils.NearlyEqual(sum, 0)) { return (0, 0, sum); }
float rewardWeight = sum > 100 ? rewardDistribution / sum : rewardDistribution / 100f;
int rewardPercentage = (int)(rewardWeight * 100);
int amount = reward.TryUnwrap(out var a) ? a : 0;
return ((int)(amount * rewardWeight), rewardPercentage, sum);
}
protected void ChangeLocationType(LocationTypeChange change)
{
if (change == null) { throw new ArgumentException(); }
if (GameMain.GameSession.GameMode is CampaignMode campaign && !IsClient)
{
int srcIndex = -1;
for (int i = 0; i < Locations.Length; i++)
{
if (Locations[i].Type.Identifier == change.CurrentType)
{
srcIndex = i;
break;
}
}
if (srcIndex == -1) { return; }
var location = Locations[srcIndex];
if (location.LocationTypeChangesBlocked) { return; }
if (change.RequiredDurationRange.X > 0)
{
location.PendingLocationTypeChange = (change, Rand.Range(change.RequiredDurationRange.X, change.RequiredDurationRange.Y), Prefab);
}
else
{
location.ChangeType(campaign, LocationType.Prefabs[change.ChangeToType]);
location.LocationTypeChangeCooldown = change.CooldownAfterChange;
}
}
}
public virtual void AdjustLevelData(LevelData levelData) { }
// putting these here since both escort and pirate missions need them. could be tucked away into another class that they can inherit from (or use composition)
protected HumanPrefab GetHumanPrefabFromElement(XElement element)
{
if (element.Attribute("name") != null)
{
DebugConsole.ThrowError($"Error in mission \"{Name}\" - use character identifiers instead of names to configure the characters.",
contentPackage: Prefab.ContentPackage);
return null;
}
Identifier characterIdentifier = element.GetAttributeIdentifier("identifier", Identifier.Empty);
Identifier characterFrom = element.GetAttributeIdentifier("from", Identifier.Empty);
HumanPrefab humanPrefab = NPCSet.Get(characterFrom, characterIdentifier, contentPackageToLogInError: Prefab.ContentPackage);
if (humanPrefab == null)
{
DebugConsole.ThrowError($"Couldn't spawn character for mission: character prefab \"{characterIdentifier}\" not found in the NPC set \"{characterFrom}\".",
contentPackage: Prefab.ContentPackage);
return null;
}
return humanPrefab;
}
protected static Character CreateHuman(HumanPrefab humanPrefab, List<Character> characters, Dictionary<Character, List<Item>> characterItems, Submarine submarine, CharacterTeamType teamType, ISpatialEntity positionToStayIn = null, Rand.RandSync humanPrefabRandSync = Rand.RandSync.ServerAndClient)
{
var characterInfo = humanPrefab.CreateCharacterInfo(Rand.RandSync.ServerAndClient);
characterInfo.TeamID = teamType;
positionToStayIn ??=
WayPoint.GetRandom(SpawnType.Human, characterInfo.Job?.Prefab, submarine) ??
WayPoint.GetRandom(SpawnType.Human, null, submarine);
Character spawnedCharacter = Character.Create(characterInfo.SpeciesName, positionToStayIn.WorldPosition, ToolBox.RandomSeed(8), characterInfo, createNetworkEvent: false);
spawnedCharacter.HumanPrefab = humanPrefab;
humanPrefab.InitializeCharacter(spawnedCharacter, positionToStayIn);
humanPrefab.GiveItems(spawnedCharacter, submarine, positionToStayIn as WayPoint, Rand.RandSync.ServerAndClient, createNetworkEvents: false);
characters.Add(spawnedCharacter);
characterItems.Add(spawnedCharacter, spawnedCharacter.Inventory.FindAllItems(recursive: true));
return spawnedCharacter;
}
protected ItemPrefab FindItemPrefab(XElement element)
{
ItemPrefab itemPrefab;
if (element.Attribute("name") != null)
{
DebugConsole.ThrowError($"Error in mission \"{Name}\" - use item identifiers instead of names to configure the items",
contentPackage: Prefab.ContentPackage);
string itemName = element.GetAttributeString("name", "");
itemPrefab = MapEntityPrefab.Find(itemName) as ItemPrefab;
if (itemPrefab == null)
{
DebugConsole.ThrowError($"Couldn't spawn item for mission \"{Name}\": item prefab \"{itemName}\" not found",
contentPackage: Prefab.ContentPackage);
}
}
else
{
string itemIdentifier = element.GetAttributeString("identifier", "");
itemPrefab = MapEntityPrefab.Find(null, itemIdentifier) as ItemPrefab;
if (itemPrefab == null)
{
DebugConsole.ThrowError($"Couldn't spawn item for mission \"{Name}\": item prefab \"{itemIdentifier}\" not found",
contentPackage: Prefab.ContentPackage);
}
}
return itemPrefab;
}
protected Vector2? GetCargoSpawnPosition(ItemPrefab itemPrefab, out Submarine cargoRoomSub)
{
cargoRoomSub = null;
WayPoint cargoSpawnPos = WayPoint.GetRandom(SpawnType.Cargo, null, Submarine.MainSub, useSyncedRand: true);
if (cargoSpawnPos == null)
{
DebugConsole.ThrowError($"Couldn't spawn items for mission \"{Name}\": no waypoints marked as Cargo were found",
contentPackage: Prefab.ContentPackage);
return null;
}
var cargoRoom = cargoSpawnPos.CurrentHull;
if (cargoRoom == null)
{
DebugConsole.ThrowError($"Couldn't spawn items for mission \"{Name}\": waypoints marked as Cargo must be placed inside a room",
contentPackage: Prefab.ContentPackage);
return null;
}
cargoRoomSub = cargoRoom.Submarine;
return new Vector2(
cargoSpawnPos.Position.X + Rand.Range(-20.0f, 20.0f, Rand.RandSync.ServerAndClient),
cargoRoom.Rect.Y - cargoRoom.Rect.Height + itemPrefab.Size.Y / 2);
}
/// <summary>
/// Gets a random submarine by tags, filtered by difficulty. Used by missions that force specific submarines (wrecks, beacons, etc.)
/// </summary>
/// <param name="tags">Mission tags to match against</param>
/// <param name="seed">Random seed for selection</param>
/// <param name="submarineSelector">Function to filter submarines by type (e.g., s => s.IsWreck)</param>
/// <param name="submarineTypeName">Name of submarine type for error messages (e.g., "wreck", "beacon station")</param>
/// <returns>Selected submarine, or null if none found</returns>
protected static SubmarineInfo GetRandomSubmarineByTagsAndDifficulty(
IEnumerable<Identifier> tags,
LevelData levelData,
Func<SubmarineInfo, bool> submarineSelector,
string submarineTypeName)
{
var rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
float levelDifficulty = levelData.Difficulty;
var submarinesWithTags = SubmarineInfo.SavedSubmarines
.Where(submarineSelector)
.Where(s =>
{
return s.GetExtraSubmarineInfo is { } extraInfo && (tags.None() || tags.Any(t => extraInfo.MissionTags.Contains(t)));
})
.ToList();
var matchingSubmarines = submarinesWithTags
.Where(s =>
{
return s.GetExtraSubmarineInfo is { } extraInfo &&
levelDifficulty >= extraInfo.MinLevelDifficulty &&
levelDifficulty <= extraInfo.MaxLevelDifficulty;
})
.ToList();
if (matchingSubmarines.Count == 0)
{
if (submarinesWithTags.Count > 0)
{
DebugConsole.ThrowError($"Found {submarinesWithTags.Count} {submarineTypeName}(s) with matching tags \"{string.Join(", ", tags)}\", but none are suitable for level difficulty {levelDifficulty:F1}.");
}
return null;
}
return matchingSubmarines[rand.Next(matchingSubmarines.Count)];
}
}
class AbilityMissionMoneyGainMultiplier : AbilityObject, IAbilityValue, IAbilityMission
{
public AbilityMissionMoneyGainMultiplier(Mission mission, float moneyGainMultiplier)
{
Value = moneyGainMultiplier;
Mission = mission;
}
public float Value { get; set; }
public Mission Mission { get; set; }
}
class AbilityMissionExperienceGainMultiplier : AbilityObject, IAbilityValue, IAbilityMission, IAbilityCharacter
{
public AbilityMissionExperienceGainMultiplier(Mission mission, float missionExperienceGainMultiplier, Character character)
{
Value = missionExperienceGainMultiplier;
Mission = mission;
Character = character;
}
public float Value { get; set; }
public Mission Mission { get; set; }
public Character Character { get; set; }
}
class AbilityMissionReputationGainMultiplier : AbilityObject, IAbilityValue, IAbilityMission, IAbilityCharacter
{
public AbilityMissionReputationGainMultiplier(Mission mission, float reputationMultiplier, Character character)
{
Value = reputationMultiplier;
Mission = mission;
Character = character;
}
public float Value { get; set; }
public Mission Mission { get; set; }
public Character Character { get; set; }
}
}