696 lines
28 KiB
C#
696 lines
28 KiB
C#
using Barotrauma.Abilities;
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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.Globalization;
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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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abstract partial class Mission
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{
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public readonly MissionPrefab Prefab;
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private bool completed;
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protected bool failed;
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protected Level level;
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protected int state;
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public virtual int State
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{
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get { return state; }
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set
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{
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if (state != value)
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{
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state = value;
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TryTriggerEvents(state);
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#if SERVER
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GameMain.Server?.UpdateMissionState(this);
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#elif CLIENT
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if (Prefab.ShowProgressBar)
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{
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CharacterHUD.ShowMissionProgressBar(this);
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}
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#endif
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ShowMessage(State);
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OnMissionStateChanged?.Invoke(this);
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}
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}
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}
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public int TimesAttempted { get; set; }
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protected static bool IsClient => GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
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private readonly CheckDataAction completeCheckDataAction;
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public readonly ImmutableArray<LocalizedString> Headers;
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public readonly ImmutableArray<LocalizedString> Messages;
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/// <summary>
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/// The reward that was actually given from completing the mission, taking any talent bonuses into account
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/// (some of which may not be possible to determine in advance)
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/// </summary>
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private int? finalReward;
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public virtual LocalizedString Name => Prefab.Name;
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private readonly LocalizedString successMessage;
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public virtual LocalizedString SuccessMessage
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{
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get { return successMessage; }
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//private set { successMessage = value; }
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}
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private readonly LocalizedString failureMessage;
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public virtual LocalizedString FailureMessage
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{
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get { return failureMessage; }
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//private set { failureMessage = value; }
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}
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protected LocalizedString description;
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public virtual LocalizedString Description
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{
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get { return description; }
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//private set { description = value; }
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}
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protected LocalizedString descriptionWithoutReward;
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public virtual bool AllowUndocking
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{
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get { return true; }
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}
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public virtual int Reward
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{
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get
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{
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return Prefab.Reward;
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}
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}
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public ImmutableList<MissionPrefab.ReputationReward> ReputationRewards
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{
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get { return Prefab.ReputationRewards; }
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}
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public bool Completed
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{
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get { return completed; }
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set { completed = value; }
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}
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public bool Failed
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{
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get { return failed; }
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}
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public virtual bool AllowRespawn
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{
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get { return true; }
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}
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public virtual int TeamCount
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{
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get { return 1; }
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}
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public virtual SubmarineInfo EnemySubmarineInfo
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{
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get { return null; }
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}
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public virtual IEnumerable<(LocalizedString Label, Vector2 Position)> SonarLabels
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{
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get { return Enumerable.Empty<(LocalizedString Label, Vector2 Position)>(); }
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}
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public Identifier SonarIconIdentifier => Prefab.SonarIconIdentifier;
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/// <summary>
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/// 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.
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/// Defaults to Locations[0]
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/// </summary>
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public Location OriginLocation;
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public readonly Location[] Locations;
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public int? Difficulty
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{
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get { return Prefab.Difficulty; }
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}
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private class DelayedTriggerEvent
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{
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public readonly MissionPrefab.TriggerEvent TriggerEvent;
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public float Delay;
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public DelayedTriggerEvent(MissionPrefab.TriggerEvent triggerEvent, float delay)
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{
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TriggerEvent = triggerEvent;
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Delay = delay;
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}
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}
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private readonly List<DelayedTriggerEvent> delayedTriggerEvents = new List<DelayedTriggerEvent>();
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public Action<Mission> OnMissionStateChanged;
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public Mission(MissionPrefab prefab, Location[] locations, Submarine sub)
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{
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System.Diagnostics.Debug.Assert(locations.Length == 2);
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Prefab = prefab;
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description = prefab.Description.Value;
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successMessage = prefab.SuccessMessage.Value;
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failureMessage = prefab.FailureMessage.Value;
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Headers = prefab.Headers;
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var messages = prefab.Messages.ToArray();
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OriginLocation = locations[0];
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Locations = locations;
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var endConditionElement = prefab.ConfigElement.GetChildElement(nameof(completeCheckDataAction));
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if (endConditionElement != null)
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{
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completeCheckDataAction = new CheckDataAction(endConditionElement, $"Mission ({prefab.Identifier})");
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}
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descriptionWithoutReward = ReplaceVariablesInMissionMessage(description, sub, replaceReward: false);
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description = ReplaceVariablesInMissionMessage(description, sub);
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successMessage = ReplaceVariablesInMissionMessage(successMessage, sub);
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failureMessage = ReplaceVariablesInMissionMessage(failureMessage, sub);
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for (int m = 0; m < messages.Length; m++)
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{
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messages[m] = ReplaceVariablesInMissionMessage(messages[m], sub);
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}
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Messages = messages.ToImmutableArray();
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}
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public LocalizedString ReplaceVariablesInMissionMessage(LocalizedString message, Submarine sub, bool replaceReward = true)
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{
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for (int locationIndex = 0; locationIndex < 2; locationIndex++)
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{
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string locationName = $"‖color:gui.orange‖{Locations[locationIndex].DisplayName}‖end‖";
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message = message.Replace("[location" + (locationIndex + 1) + "]", locationName);
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}
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if (replaceReward)
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{
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string rewardText = $"‖color:gui.orange‖{string.Format(CultureInfo.InvariantCulture, "{0:N0}", GetReward(sub))}‖end‖";
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message = message.Replace("[reward]", rewardText);
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}
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return message;
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}
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public virtual void SetLevel(LevelData level) { }
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public static Mission LoadRandom(Location[] locations, string seed, bool requireCorrectLocationType, MissionType missionType, bool isSinglePlayer = false, float? difficultyLevel = null)
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{
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return LoadRandom(locations, new MTRandom(ToolBox.StringToInt(seed)), requireCorrectLocationType, missionType, isSinglePlayer, difficultyLevel);
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}
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public static Mission LoadRandom(Location[] locations, MTRandom rand, bool requireCorrectLocationType, MissionType missionType, bool isSinglePlayer = false, float? difficultyLevel = null)
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{
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List<MissionPrefab> allowedMissions = new List<MissionPrefab>();
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if (missionType == MissionType.None)
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{
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return null;
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}
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else
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{
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allowedMissions.AddRange(MissionPrefab.Prefabs.Where(m => m.Type.HasAnyFlag(missionType)));
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}
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allowedMissions.RemoveAll(m => isSinglePlayer ? m.MultiplayerOnly : m.SingleplayerOnly);
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if (requireCorrectLocationType)
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{
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allowedMissions.RemoveAll(m => !m.IsAllowed(locations[0], locations[1]));
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}
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if (difficultyLevel.HasValue)
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{
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allowedMissions.RemoveAll(m => !m.IsAllowedDifficulty(difficultyLevel.Value));
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}
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if (allowedMissions.Count == 0) { return null; }
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MissionPrefab missionPrefab = ToolBox.SelectWeightedRandom(allowedMissions, m => m.Commonness, rand);
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return missionPrefab.Instantiate(locations, Submarine.MainSub);
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}
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/// <summary>
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/// Calculates the base reward, can be overridden for different mission types
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/// </summary>
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public virtual int GetBaseReward(Submarine sub)
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{
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return Prefab.Reward;
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}
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/// <summary>
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/// Calculates the available reward, taking into account universal modifiers such as campaign settings
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/// </summary>
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public int GetReward(Submarine sub)
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{
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int reward = GetBaseReward(sub);
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// Some modifiers should apply universally to all implementations of GetBaseReward
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if (GameMain.GameSession?.Campaign is CampaignMode campaign)
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{
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reward = (int)Math.Round(reward * campaign.Settings.MissionRewardMultiplier);
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}
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return reward;
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}
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public void Start(Level level)
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{
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state = 0;
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#if CLIENT
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shownMessages.Clear();
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#endif
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delayedTriggerEvents.Clear();
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foreach (string categoryToShow in Prefab.UnhideEntitySubCategories)
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{
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foreach (MapEntity entityToShow in MapEntity.MapEntityList.Where(me => me.Prefab?.HasSubCategory(categoryToShow) ?? false))
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{
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entityToShow.IsLayerHidden = false;
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}
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}
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this.level = level;
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TryTriggerEvents(0);
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StartMissionSpecific(level);
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}
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protected virtual void StartMissionSpecific(Level level) { }
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public void Update(float deltaTime)
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{
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for (int i = delayedTriggerEvents.Count - 1; i>=0;i--)
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{
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delayedTriggerEvents[i].Delay -= deltaTime;
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if (delayedTriggerEvents[i].Delay <= 0.0f)
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{
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TriggerEvent(delayedTriggerEvents[i].TriggerEvent);
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delayedTriggerEvents.RemoveAt(i);
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}
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}
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UpdateMissionSpecific(deltaTime);
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}
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protected virtual void UpdateMissionSpecific(float deltaTime) { }
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protected void ShowMessage(int missionState)
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{
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ShowMessageProjSpecific(missionState);
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}
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partial void ShowMessageProjSpecific(int missionState);
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protected virtual LocalizedString ModifyMessage(LocalizedString message, bool color = true)
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{
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return message;
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}
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private void TryTriggerEvents(int state)
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{
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foreach (var triggerEvent in Prefab.TriggerEvents)
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{
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if (triggerEvent.State == state)
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{
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TryTriggerEvent(triggerEvent);
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}
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}
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}
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/// <summary>
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/// Triggers the event or adds it to the delayedTriggerEvents it if it has a delay
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/// </summary>
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private void TryTriggerEvent(MissionPrefab.TriggerEvent trigger)
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{
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if (trigger.CampaignOnly && GameMain.GameSession?.Campaign == null) { return; }
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if (trigger.Delay > 0 || trigger.State == 0)
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{
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if (!delayedTriggerEvents.Any(t => t.TriggerEvent == trigger))
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{
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delayedTriggerEvents.Add(new DelayedTriggerEvent(trigger, trigger.Delay));
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}
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}
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else
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{
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TriggerEvent(trigger);
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}
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}
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/// <summary>
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/// Triggers the event immediately, ignoring any delays
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/// </summary>
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private void TriggerEvent(MissionPrefab.TriggerEvent trigger)
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{
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if (trigger.CampaignOnly && GameMain.GameSession?.Campaign == null) { return; }
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var eventPrefab = EventSet.GetAllEventPrefabs().Find(p => p.Identifier == trigger.EventIdentifier);
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if (eventPrefab == null)
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{
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DebugConsole.ThrowError($"Mission \"{Name}\" failed to trigger an event (couldn't find an event with the identifier \"{trigger.EventIdentifier}\").",
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contentPackage: Prefab.ContentPackage);
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return;
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}
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if (GameMain.GameSession?.EventManager != null)
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{
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var newEvent = eventPrefab.CreateInstance(GameMain.GameSession.EventManager.RandomSeed);
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GameMain.GameSession.EventManager.ActivateEvent(newEvent);
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}
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}
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/// <summary>
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/// End the mission and give a reward if it was completed successfully
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/// </summary>
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public void End()
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{
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if (GameMain.NetworkMember is not { IsClient: true })
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{
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completed =
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DetermineCompleted() &&
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(completeCheckDataAction == null ||completeCheckDataAction.GetSuccess());
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}
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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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try
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{
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GiveReward();
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}
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catch (Exception e)
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{
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string errorMsg = "Unknown error while giving mission rewards.";
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DebugConsole.ThrowError(errorMsg, e, contentPackage: Prefab.ContentPackage);
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GameAnalyticsManager.AddErrorEventOnce("Mission.End:GiveReward", GameAnalyticsManager.ErrorSeverity.Error, errorMsg + "\n" + e.StackTrace);
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#if SERVER
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GameMain.Server?.SendChatMessage(errorMsg + "\n" + e.StackTrace, Networking.ChatMessageType.Error);
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#endif
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}
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}
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TimesAttempted++;
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EndMissionSpecific(completed);
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}
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protected abstract bool DetermineCompleted();
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protected virtual void EndMissionSpecific(bool completed) { }
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/// <summary>
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/// Get the final reward, taking talent bonuses into account if the mission has concluded and the talents modified the reward accordingly.
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/// </summary>
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public int GetFinalReward(Submarine sub)
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{
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return finalReward ?? GetReward(sub);
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}
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/// <summary>
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/// Calculates the final reward after talent bonuses have been applied. Note that this triggers talent effects of the type OnGainMissionMoney,
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/// and should only be called once when the mission is completed!
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/// </summary>
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private void CalculateFinalReward(Submarine sub)
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{
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int reward = GetReward(sub);
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IEnumerable<Character> crewCharacters = GameSession.GetSessionCrewCharacters(CharacterType.Both);
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var missionMoneyGainMultiplier = new AbilityMissionMoneyGainMultiplier(this, 1f);
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CharacterTalent.CheckTalentsForCrew(crewCharacters, AbilityEffectType.OnGainMissionMoney, missionMoneyGainMultiplier);
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crewCharacters.ForEach(c => missionMoneyGainMultiplier.Value += c.GetStatValue(StatTypes.MissionMoneyGainMultiplier));
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finalReward = (int)(reward * missionMoneyGainMultiplier.Value);
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}
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private void GiveReward()
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{
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if (GameMain.GameSession.GameMode is not CampaignMode campaign) { return; }
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int reward = GetReward(Submarine.MainSub);
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float baseExperienceGain = reward * 0.09f;
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float difficultyMultiplier = 1 + level.Difficulty / 100f;
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baseExperienceGain *= difficultyMultiplier;
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IEnumerable<Character> crewCharacters = GameSession.GetSessionCrewCharacters(CharacterType.Both);
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// use multipliers here so that we can easily add them together without introducing multiplicative XP stacking
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var experienceGainMultiplier = new AbilityMissionExperienceGainMultiplier(this, 1f, character: null);
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crewCharacters.ForEach(c => experienceGainMultiplier.Value += c.GetStatValue(StatTypes.MissionExperienceGainMultiplier));
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DistributeExperienceToCrew(crewCharacters, (int)(baseExperienceGain * experienceGainMultiplier.Value));
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CalculateFinalReward(Submarine.MainSub);
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#if SERVER
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finalReward = DistributeRewardsToCrew(GameSession.GetSessionCrewCharacters(CharacterType.Player), finalReward.Value);
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#endif
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bool isSingleplayerOrServer = GameMain.IsSingleplayer || GameMain.NetworkMember is { IsServer: true };
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if (isSingleplayerOrServer)
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{
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if (finalReward > 0)
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{
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campaign.Bank.Give(finalReward.Value);
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}
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foreach (Character character in crewCharacters)
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{
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character.Info.MissionsCompletedSinceDeath++;
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}
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foreach (var reputationReward in ReputationRewards)
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{
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var reputationGainMultiplier = new AbilityMissionReputationGainMultiplier(this, 1f, character: null);
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foreach (var c in crewCharacters) { c.CheckTalents(AbilityEffectType.OnCrewGainMissionReputation, reputationGainMultiplier); }
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float amount = reputationReward.Amount * reputationGainMultiplier.Value;
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if (reputationReward.FactionIdentifier == "location")
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{
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OriginLocation.Reputation?.AddReputation(amount);
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TryGiveReputationForOpposingFaction(OriginLocation.Faction, reputationReward.AmountForOpposingFaction);
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}
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else
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{
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Faction faction = campaign.Factions.Find(faction1 => faction1.Prefab.Identifier == reputationReward.FactionIdentifier);
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if (faction != null)
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{
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faction.Reputation.AddReputation(amount);
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TryGiveReputationForOpposingFaction(faction, reputationReward.AmountForOpposingFaction);
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}
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}
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}
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void TryGiveReputationForOpposingFaction(Faction thisFaction, float amount)
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{
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if (MathUtils.NearlyEqual(amount, 0.0f)) { return; }
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if (thisFaction?.Prefab != null &&
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!thisFaction.Prefab.OpposingFaction.IsEmpty)
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{
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Faction faction = campaign.Factions.Find(faction1 => faction1.Prefab.Identifier == thisFaction.Prefab.OpposingFaction);
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faction?.Reputation.AddReputation(amount);
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}
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}
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}
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if (Prefab.DataRewards != null)
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{
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foreach (var (identifier, value, operation) in Prefab.DataRewards)
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{
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SetDataAction.PerformOperation(campaign.CampaignMetadata, identifier, value, operation);
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}
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}
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}
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partial void DistributeExperienceToCrew(IEnumerable<Character> crew, int experienceGain);
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public static int GetRewardDistibutionSum(IEnumerable<Character> crew, int rewardDistribution = 0) => crew.Sum(c => c.Wallet.RewardDistribution) + rewardDistribution;
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public static (int Amount, int Percentage, float Sum) GetRewardShare(int rewardDistribution, IEnumerable<Character> crew, Option<int> reward)
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{
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float sum = GetRewardDistibutionSum(crew, rewardDistribution);
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if (MathUtils.NearlyEqual(sum, 0)) { return (0, 0, sum); }
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float rewardWeight = sum > 100 ? rewardDistribution / sum : rewardDistribution / 100f;
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int rewardPercentage = (int)(rewardWeight * 100);
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int amount = reward.TryUnwrap(out var a) ? a : 0;
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return ((int)(amount * rewardWeight), rewardPercentage, sum);
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}
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protected void ChangeLocationType(LocationTypeChange change)
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{
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if (change == null) { throw new ArgumentException(); }
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if (GameMain.GameSession.GameMode is CampaignMode campaign && !IsClient)
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{
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int srcIndex = -1;
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for (int i = 0; i < Locations.Length; i++)
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{
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if (Locations[i].Type.Identifier == change.CurrentType)
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{
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srcIndex = i;
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break;
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}
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}
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if (srcIndex == -1) { return; }
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var location = Locations[srcIndex];
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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($"Error in mission \"{Name}\" - use character identifiers instead of names to configure the characters.",
|
|
contentPackage: Prefab.ContentPackage);
|
|
return null;
|
|
}
|
|
|
|
Identifier characterIdentifier = element.GetAttributeIdentifier("identifier", Identifier.Empty);
|
|
Identifier characterFrom = element.GetAttributeIdentifier("from", Identifier.Empty);
|
|
HumanPrefab humanPrefab = NPCSet.Get(characterFrom, characterIdentifier);
|
|
if (humanPrefab == null)
|
|
{
|
|
DebugConsole.ThrowError($"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);
|
|
}
|
|
}
|
|
|
|
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; }
|
|
}
|
|
|
|
}
|