Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Events/EventActions/MissionAction.cs
Markus Isberg 9470edead3 Build 1.1.4.0
2023-03-31 18:40:44 +03:00

43 lines
1.6 KiB
C#

using Barotrauma.Networking;
using System.Collections.Generic;
namespace Barotrauma
{
partial class MissionAction : EventAction
{
private static readonly HashSet<Mission> missionsUnlockedThisRound = new HashSet<Mission>();
public static void ResetMissionsUnlockedThisRound()
{
missionsUnlockedThisRound.Clear();
}
public static void NotifyMissionsUnlockedThisRound(Client client)
{
foreach (Mission mission in missionsUnlockedThisRound)
{
NotifyMissionUnlock(mission, client);
}
}
private static void NotifyMissionUnlock(Mission mission)
{
foreach (Client client in GameMain.Server.ConnectedClients)
{
NotifyMissionUnlock(mission, client);
}
}
private static void NotifyMissionUnlock(Mission mission, Client client)
{
IWriteMessage outmsg = new WriteOnlyMessage();
outmsg.WriteByte((byte)ServerPacketHeader.EVENTACTION);
outmsg.WriteByte((byte)EventManager.NetworkEventType.MISSION);
outmsg.WriteIdentifier(mission.Prefab.Identifier);
outmsg.WriteInt32(GameMain.GameSession?.Map?.Locations.IndexOf(mission.Locations[0]) ?? -1);
outmsg.WriteInt32(GameMain.GameSession?.Map?.Locations.IndexOf(mission.Locations[1]) ?? -1);
outmsg.WriteString(mission.Name.Value);
GameMain.Server.ServerPeer.Send(outmsg, client.Connection, DeliveryMethod.Reliable);
}
}
}