Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/SharedSource/Events/Missions/EliminateTargetsMission.cs
T
2024-06-18 16:50:02 +03:00

216 lines
9.1 KiB
C#

using System;
using Barotrauma.Extensions;
using Barotrauma.RuinGeneration;
using Microsoft.Xna.Framework;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
[TypePreviouslyKnownAs("AlienRuinMission")]
partial class EliminateTargetsMission : Mission
{
private readonly Identifier[] targetItemIdentifiers;
private readonly Identifier[] targetEnemyIdentifiers;
private readonly int minEnemyCount;
private readonly HashSet<Entity> existingTargets = new HashSet<Entity>();
private readonly HashSet<Character> spawnedTargets = new HashSet<Character>();
private readonly HashSet<Entity> allTargets = new HashSet<Entity>();
public readonly SubmarineType TargetSubType;
public readonly bool PrioritizeThalamus;
private Submarine TargetSub { get; set; }
public override IEnumerable<(LocalizedString Label, Vector2 Position)> SonarLabels
{
get
{
if (State == 0)
{
return allTargets
.Where(t => (t is Item i && !IsItemDestroyed(i)) || (t is Character c && !IsEnemyDefeated(c)))
.Select(t => (Prefab.SonarLabel, t.WorldPosition));
}
else
{
return Enumerable.Empty<(LocalizedString Label, Vector2 Position)>();
}
}
}
public EliminateTargetsMission(MissionPrefab prefab, Location[] locations, Submarine sub) : base(prefab, locations, sub)
{
targetItemIdentifiers = prefab.ConfigElement.GetAttributeIdentifierArray("targetitems", Array.Empty<Identifier>());
targetEnemyIdentifiers = prefab.ConfigElement.GetAttributeIdentifierArray("targetenemies", Array.Empty<Identifier>());
minEnemyCount = prefab.ConfigElement.GetAttributeInt("minenemycount", 0);
TargetSubType = prefab.ConfigElement.GetAttributeEnum("targetsub", SubmarineType.Ruin);
PrioritizeThalamus = prefab.RequireThalamusWreck;
}
protected override void StartMissionSpecific(Level level)
{
existingTargets.Clear();
spawnedTargets.Clear();
allTargets.Clear();
if (IsClient) { return; }
TargetSub = TargetSubType switch
{
SubmarineType.Wreck => FindWreck(),
SubmarineType.Ruin => Level.Loaded?.Ruins?.GetRandom(Rand.RandSync.ServerAndClient).Submarine,
SubmarineType.BeaconStation => Level.Loaded?.BeaconStation,
_ => null
};
Submarine FindWreck()
{
var wrecks = Level.Loaded?.Wrecks;
if (wrecks == null || wrecks.None()) { return null; }
if (PrioritizeThalamus)
{
var thalamusWrecks = wrecks.Where(w => w.WreckAI != null).ToArray();
if (thalamusWrecks.Any())
{
return thalamusWrecks.GetRandom(Rand.RandSync.ServerAndClient);
}
}
return wrecks.GetRandom(Rand.RandSync.ServerAndClient);
}
if (TargetSub == null)
{
DebugConsole.ThrowError($"Failed to initialize an {nameof(EliminateTargetsMission)} mission (\"{Prefab.Identifier}\"): level contains no submarines",
contentPackage: Prefab.ContentPackage);
return;
}
if (targetItemIdentifiers.Length < 1 && targetEnemyIdentifiers.Length < 1)
{
DebugConsole.ThrowError($"Failed to initialize an {nameof(EliminateTargetsMission)} mission (\"{Prefab.Identifier}\"): no target identifiers set in the mission definition",
contentPackage: Prefab.ContentPackage);
return;
}
foreach (var item in Item.ItemList)
{
if (!targetItemIdentifiers.Contains(item.Prefab.Identifier)) { continue; }
if (item.Submarine != TargetSub) { continue; }
existingTargets.Add(item);
allTargets.Add(item);
}
int existingEnemyCount = 0;
foreach (var character in Character.CharacterList)
{
if (character.SpeciesName.IsEmpty) { continue; }
if (!targetEnemyIdentifiers.Contains(character.SpeciesName)) { continue; }
if (character.Submarine != TargetSub) { continue; }
existingTargets.Add(character);
allTargets.Add(character);
existingEnemyCount++;
}
if (existingEnemyCount < minEnemyCount)
{
var enemyPrefabs = new HashSet<CharacterPrefab>();
foreach (Identifier identifier in targetEnemyIdentifiers)
{
var prefab = CharacterPrefab.FindBySpeciesName(identifier);
if (prefab != null)
{
enemyPrefabs.Add(prefab);
}
else
{
DebugConsole.ThrowError($"Error in an Alien Ruin mission (\"{Prefab.Identifier}\"): could not find a character prefab with the species \"{identifier}\"",
contentPackage: Prefab.ContentPackage);
}
}
if (enemyPrefabs.None())
{
DebugConsole.ThrowError($"Error in an Alien Ruin mission (\"{Prefab.Identifier}\"): no enemy species defined that could be used to spawn more ({minEnemyCount - existingEnemyCount}) enemies",
contentPackage: Prefab.ContentPackage);
return;
}
for (int i = 0; i < (minEnemyCount - existingEnemyCount); i++)
{
var prefab = enemyPrefabs.GetRandomUnsynced();
var spawnPos = TargetSub.GetWaypoints(false).GetRandomUnsynced(w => w.CurrentHull != null)?.WorldPosition;
if (!spawnPos.HasValue)
{
DebugConsole.ThrowError($"Error in an Alien Ruin mission (\"{Prefab.Identifier}\"): no valid spawn positions could be found for the additional ({minEnemyCount - existingEnemyCount}) enemies to be spawned",
contentPackage: Prefab.ContentPackage);
return;
}
var newEnemy = Character.Create(prefab.Identifier, spawnPos.Value, ToolBox.RandomSeed(8), createNetworkEvent: false);
spawnedTargets.Add(newEnemy);
allTargets.Add(newEnemy);
}
}
#if DEBUG
DebugConsole.NewMessage("********** CLEAR RUIN MISSION INFO **********");
DebugConsole.NewMessage($"Existing item targets: {existingTargets.Count - existingEnemyCount}");
DebugConsole.NewMessage($"Existing enemy targets: {existingEnemyCount}");
DebugConsole.NewMessage($"Spawned enemy targets: {spawnedTargets.Count}");
#endif
}
protected override void UpdateMissionSpecific(float deltaTime)
{
if (IsClient) { return; }
switch (State)
{
case 0:
if (!AllTargetsEliminated()) { return; }
State = 1;
break;
}
}
private bool AllTargetsEliminated()
{
foreach (var target in allTargets)
{
if (target is Item targetItem)
{
if (!IsItemDestroyed(targetItem))
{
return false;
}
}
else if (target is Character targetEnemy)
{
if (!IsEnemyDefeated(targetEnemy))
{
return false;
}
}
#if DEBUG
else
{
DebugConsole.ThrowError($"Error in Alien Ruin mission (\"{Prefab.Identifier}\"): unexpected target of type {target?.GetType()?.ToString()}",
contentPackage: Prefab.ContentPackage);
}
#endif
}
return true;
}
private static bool IsItemDestroyed(Item item) => item == null || item.Removed || item.Condition <= 0.0f;
private static bool IsEnemyDefeated(Character enemy) => enemy == null ||enemy.Removed || enemy.IsDead;
protected override bool DetermineCompleted()
{
bool exitingLevel = GameMain.GameSession?.GameMode is CampaignMode campaign ?
campaign.GetAvailableTransition() != CampaignMode.TransitionType.None :
Submarine.MainSub is { } sub && sub.AtEitherExit;
return State > 0 && exitingLevel;
}
protected override void EndMissionSpecific(bool completed)
{
failed = !completed && State > 0;
}
}
}