128 lines
4.6 KiB
C#
128 lines
4.6 KiB
C#
using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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partial class BeaconMission : Mission
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{
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private bool swarmSpawned;
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private readonly string monsterSpeciesName;
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private Point monsterCountRange;
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private readonly string sonarLabel;
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public BeaconMission(MissionPrefab prefab, Location[] locations, Submarine sub) : base(prefab, locations, sub)
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{
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swarmSpawned = false;
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XElement monsterElement = prefab.ConfigElement.Element("monster");
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monsterSpeciesName = monsterElement.GetAttributeString("character", string.Empty);
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int defaultCount = monsterElement.GetAttributeInt("count", -1);
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if (defaultCount < 0)
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{
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defaultCount = monsterElement.GetAttributeInt("amount", 1);
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}
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int min = Math.Min(monsterElement.GetAttributeInt("min", defaultCount), 255);
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int max = Math.Min(Math.Max(min, monsterElement.GetAttributeInt("max", defaultCount)), 255);
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monsterCountRange = new Point(min, max);
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sonarLabel = TextManager.Get("beaconstationsonarlabel");
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}
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public override string SonarLabel
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{
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get
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{
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return string.IsNullOrEmpty(base.SonarLabel) ? sonarLabel : base.SonarLabel;
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}
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}
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public override IEnumerable<Vector2> SonarPositions
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{
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get
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{
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if (level.BeaconStation == null)
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{
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yield break;
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}
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yield return level.BeaconStation.WorldPosition;
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}
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}
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protected override void UpdateMissionSpecific(float deltaTime)
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{
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if (IsClient) { return; }
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if (!swarmSpawned && level.CheckBeaconActive())
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{
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State = 1;
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Vector2 spawnPos = level.BeaconStation.WorldPosition;
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spawnPos.Y += level.BeaconStation.GetDockedBorders().Height * 1.5f;
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var availablePositions = Level.Loaded.PositionsOfInterest.FindAll(p =>
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p.PositionType == Level.PositionType.MainPath ||
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p.PositionType == Level.PositionType.SidePath);
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availablePositions.RemoveAll(p => Level.Loaded.ExtraWalls.Any(w => w.IsPointInside(p.Position.ToVector2())));
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availablePositions.RemoveAll(p => Submarine.FindContaining(p.Position.ToVector2()) != null);
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if (availablePositions.Any())
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{
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Level.InterestingPosition? closestPos = null;
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float closestDist = float.PositiveInfinity;
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foreach (var pos in availablePositions)
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{
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float dist = Vector2.DistanceSquared(pos.Position.ToVector2(), level.BeaconStation.WorldPosition);
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if (dist < closestDist)
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{
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closestDist = dist;
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closestPos = pos;
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}
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}
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if (closestPos.HasValue)
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{
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spawnPos = closestPos.Value.Position.ToVector2();
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}
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}
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int amount = Rand.Range(monsterCountRange.X, monsterCountRange.Y + 1);
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for (int i = 0; i < amount; i++)
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{
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CoroutineManager.Invoke(() =>
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{
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//round ended before the coroutine finished
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if (GameMain.GameSession == null || Level.Loaded == null) { return; }
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Entity.Spawner.AddToSpawnQueue(monsterSpeciesName, spawnPos);
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}, Rand.Range(0f, amount));
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}
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swarmSpawned = true;
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}
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}
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public override void End()
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{
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completed = level.CheckBeaconActive();
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if (completed)
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{
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if (Prefab.LocationTypeChangeOnCompleted != null)
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{
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ChangeLocationType(Prefab.LocationTypeChangeOnCompleted);
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}
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GiveReward();
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if (level?.LevelData != null)
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{
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level.LevelData.IsBeaconActive = true;
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}
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}
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}
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public override void AdjustLevelData(LevelData levelData)
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{
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levelData.HasBeaconStation = true;
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levelData.IsBeaconActive = false;
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}
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}
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} |