Esempio n. 1
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 public MissionTravel(int id, string name, MissionStatus status, List <Location> requiredLocations) : base(id, name, status)
 {
     _id                = id;
     _name              = name;
     _status            = status;
     _requiredLocations = requiredLocations;
 }
Esempio n. 2
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        public void RefreshNoteProps( )
        {
            MissionStatus objectiveStatus = MissionStatus.Dormant;

            if (Missions.Get.ObjectiveStatusByName("Friends", "SpeakToKara", ref objectiveStatus))
            {
                if (Flags.Check((uint)MissionStatus.Completed, (uint)objectiveStatus, Flags.CheckType.MatchAny))
                {
                    worlditem.RemoveFromGame();
                    return;
                }
            }

            mExamineInfo.LocationsToReveal.Clear();

            if (Missions.Get.ObjectiveStatusByName("Legacy", "GiveFigurine", ref objectiveStatus) &&
                Flags.Check((uint)MissionStatus.Completed, (uint)objectiveStatus, Flags.CheckType.MatchAny))
            {
                State.ObservatoryNote = false;
            }

            if (State.ObservatoryNote)
            {
                mExamineInfo.StaticExamineMessage = ObservatoryNote;
                MobileReference observatoryLocation = new MobileReference(State.ObservatoryPath);
                mExamineInfo.LocationsToReveal.Add(observatoryLocation);
            }
            else
            {
                mExamineInfo.StaticExamineMessage = BalloonCampNote;
                MobileReference balloonCampLocation = new MobileReference(State.BalloonCampPath);
                mExamineInfo.LocationsToReveal.Add(balloonCampLocation);
            }
        }
Esempio n. 3
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 public void SetMissionStatus(int mission_id, MissionStatus status)
 {
     if (missions_.ContainsKey(mission_id))
     {
         missions_[mission_id].SetStatus(status);
     }
 }
Esempio n. 4
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 public void UpdateProgress(int objectiveId, bool abort)
 {
     foreach (Objective o in objectives)
     {
         if (o.GetId() == objectiveId)
         {
             if (o.GetStatus() == MissionStatus.Incomplete)
             {
                 MissionStatus status = abort ? o.AbortProgress() : o.UpdateProgress();
                 if (status == MissionStatus.Completed)
                 {
                     messages.text = "Objective " + char.ConvertFromUtf32(65 + o.GetId()) + " completed";
                     _inGameMenu.UpdateMissionStatus(objectiveId, status);
                     StartCoroutine(RemoveText());
                 }
                 else if (status == MissionStatus.Failed)
                 {
                     messages.text = "Objective " + char.ConvertFromUtf32(65 + o.GetId()) + " failed";
                     _inGameMenu.UpdateMissionStatus(objectiveId, status);
                     StartCoroutine(RemoveText());
                 }
             }
         }
     }
 }
Esempio n. 5
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        //     public Mission(string name, DateTime startDate, DateTime endDate, MissionStatus status, List<Collaborator> collList, Collaborator chief) {
        //         Name = name;
        //         StartDate = startDate;
        //         EndDate = endDate;
        //         Status = status;
        //         CollList = collList;
        //ChiefValidator = chief;
        //     }

        //     public Mission(string name, DateTime startDate, DateTime endDate, MissionStatus status, Collaborator chief) : this(name) {
        //         StartDate = startDate;
        //         EndDate = endDate;
        //         Status = status;
        //ChiefValidator = chief;
        //     }
        public Mission(string name, DateTime startDate, DateTime endDate, MissionStatus status, int chief) : this(name)
        {
            StartDate = startDate;
            EndDate   = endDate;
            Status    = status;
            ChiefId   = chief;
        }
 public DDO_Mission(short misId, int charId, MissionStatus status, List <int> misProgList)
 {
     m_missionId   = misId;
     m_characterId = charId;
     m_status      = status;
     m_missionTargetProgressList = misProgList;
 }
Esempio n. 7
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        public void ExecuteMission(INamedTarget target)
        {
            Report($"Mission on elimination of {target.Name} initiated...");
            Agent theAgent = new Agent();

            ILoadableWeapon theGun = _director.PickWeapon();

            _director.LoadWeapon(theGun, new AmmoFactory());

            Report("Preparing agent for mission...");
            theAgent.PrepareForMission(theGun, target);

            Report("Agent is now executing mission...");
            theAgent.Execute();

            _missionStatus = theAgent.Debrief();

            if (_missionStatus == MissionStatus.Success)
            {
                Report("Mission was successful, thanks to our perfect planning!!");
            }
            else
            {
                Report("Mission failed... Agent will be held responsible");
            }
        }
Esempio n. 8
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 public MissionEngage(int id, string name, MissionStatus status, List <Npc> requiredNpcs) : base(id, name, status)
 {
     _id           = id;
     _name         = name;
     _status       = status;
     _requiredNpcs = requiredNpcs;
 }
Esempio n. 9
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 public Objective(int id, string description, int goal)
 {
     this.id          = id;
     this.description = description;
     this.completed   = MissionStatus.Incomplete;
     this.goal        = goal;
 }
Esempio n. 10
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        public void Execute()
        {
            if (_weapon != null && _target != null)
            {
                Report("Target in sight, preparing to fire...");
                _weapon.PointAt(_target);

                while (!_target.IsDown && _weapon.AmmoLeft)
                {
                    Report("Firing shot...");
                    _weapon.Fire();
                }

                if (!_target.IsDown)
                {
                    Report("I'm out of ammo!!");
                    _missionStatus = MissionStatus.Failed;
                }
                else
                {
                    Report("Target down!!");
                    _missionStatus = MissionStatus.Success;
                }
            }
            else
            {
                Report("I was not prepared for this mission!!");
                _missionStatus = MissionStatus.Failed;
            }
        }
Esempio n. 11
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 public MissionGather(int id, string name, MissionStatus status, List <GameItemQuantity> requiredGameItemQuantities) : base(id, name, status)
 {
     _id     = id;
     _name   = name;
     _status = status;
     _requiredGameItemQuantities = requiredGameItemQuantities;
 }
Esempio n. 12
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 //按工作人员姓名和状态查询
 public static List <ResidentMission> QueryByStatusAndWorker(string name, MissionStatus status)
 {
     using (var entity = new CommunityEpidemicManagementSystemContext())
     {
         var query = entity.ResidentMissions.Where(u => u.Server.Name == name && u.State == status);
         return(query.ToList());
     }
 }
Esempio n. 13
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 //按用户id和状态查询
 public static List <ResidentMission> QueryByStatusAndId(string id, MissionStatus status)
 {
     using (var entity = new CommunityEpidemicManagementSystemContext())
     {
         var query = entity.ResidentMissions.Where(u => u.Resident.User.UserId == id && u.State == status);
         return(query.ToList());
     }
 }
Esempio n. 14
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 public Task(int id, string title, string description, int scores, MissionStatus status)
 {
     this.id          = id;
     this.title       = title;
     this.description = description;
     this.scores      = scores;
     this.status      = status;
 }
Esempio n. 15
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        }                          // default

        public MissionGather(int id, string name, MissionStatus status, List <GameItem> requiredGameItems)
            : base(id, name, status)
        {
            _id               = id;
            _name             = name;
            _status           = status;
            RequiredGameItems = requiredGameItems;
        }
Esempio n. 16
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 public CrownMission(string id, string name, MissionStatus status, bool thiefIsCaptured)
     : base(id, name, status)
 {
     _id              = id;
     _name            = name;
     _status          = status;
     _thiefIsCaptured = thiefIsCaptured;
 }
Esempio n. 17
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 public LocateMission(string id, string name, MissionStatus status, bool allSpiesDefeated)
     : base(id, name, status)
 {
     _id               = id;
     _name             = name;
     _status           = status;
     _allSpiesDefeated = allSpiesDefeated;
 }
Esempio n. 18
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 public MissionBattleEnemys(int id, string name, MissionStatus status, List <NPCS> requiredNPCS)
     : base(id, name, status)
 {
     _id           = id;
     _name         = name;
     _status       = status;
     _requiredNPCs = requiredNPCS;
 }
Esempio n. 19
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 public MissionLightsaberParts(int id, string name, MissionStatus status, List <GameItemModelQuantity> requiredGameItems)
     : base(id, name, status)
 {
     _id     = id;
     _name   = name;
     _status = status;
     _requiredGameItemsModelQuantitys = requiredGameItems;
 }
Esempio n. 20
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    internal void RemoveFromPackage(int programToRemoveFromIndex)
    {
        MissionStatus missionPrep = MissionStatus.instance;

        missionPrep.selectedPlugins[programToRemoveFromIndex].Remove(gameObject);
        missionPrep.kbBudget += size;
        missionPrep.ResetPluginIcon(programToRemoveFromIndex, this.name);
    }
Esempio n. 21
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 public AncientRelicMission(string id, string name, MissionStatus status, List <GameItemQuantity> requiredGameItems, bool hasArmorSet)
     : base(id, name, status)
 {
     _id                = id;
     _name              = name;
     _status            = status;
     _requiredGameItems = requiredGameItems;
     _hasArmorSet       = hasArmorSet;
 }
    internal static WWW GetResults(Mission m, MissionStatus ms)
    {
        WWWForm form = new WWWForm();

        form.AddField("MissionType", m.MissionType.ToString());
        form.AddField("MissionName", m.Name);
        form.AddField("MissionStatus", ms.ToString());
        return(CreateWWW("/getResults", form));
    }
Esempio n. 23
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 public void UpdateFromMission(Mission mission)
 {
     this.status             = mission.get_status();
     this.progress           = (int)mission.get_progress();
     this.beginTimeSpecified = mission.get_begin_timeSpecified();
     this.beginTime          = (int)mission.get_begin_time();
     this.endTimeSpecified   = mission.get_end_timeSpecified();
     this.endTime            = (int)mission.get_end_time();
 }
 public HellfireGemMission(string id, string name, MissionStatus status, List <GameItemQuantity> requiredGameItems, bool hasAllGems)
     : base(id, name, status)
 {
     _id                = id;
     _name              = name;
     _status            = status;
     _requiredGameItems = requiredGameItems;
     _hasAllGems        = hasAllGems;
 }
Esempio n. 25
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        private bool IsShowGetMissionPrizeButton(MissionStatus missionStatus, UserMission userMission)
        {
            if (missionStatus == MissionStatus.Underway && userMission.FinishPercent == 1 && userMission.Mission.Prize.PrizeTypes.Count > 0)
            {
                return(true);
            }

            return(false);
        }
        public void CompleteMission()
        {
            if (this.Status == MissionStatus.Finished)
            {
                throw new MissionStatusFinishedException();
            }

            this.Status = MissionStatus.Finished;
        }
Esempio n. 27
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 public Mission()
 {
     generateTime = null;
     startTime    = null;
     finishTime   = null;
     status       = MissionStatus.waiting;
     agv          = null;
     MissionsCount++;
     ID = MissionsCount;
 }
Esempio n. 28
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        protected override bool CheckSubstitutionRule()
        {
            MissionStatus status = MissionStatus.Dormant;

            if (Missions.Get.MissionStatusByName(MissionName, ref status))
            {
                return(Flags.Check((uint)status, (uint)MissionStatus.Active, Flags.CheckType.MatchAny));
            }
            return(false);
        }
Esempio n. 29
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 public void InvokeReward()
 {
     // if the mission is finished, instatiate the reward callback
     if (reward != null) {
         GameObject.Instantiate(reward);
         this.activated = false;
         this.visible = false;
         this.status = MissionStatus.MS_Completed;
     }
 }
Esempio n. 30
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        public MissionStatus Debrief()
        {
            MissionStatus completedMissionStatus = _missionStatus;

            _weapon        = null;
            _target        = null;
            _missionStatus = MissionStatus.Waiting;

            Report("Debriefed, awaiting new mission...");
            return(completedMissionStatus);
        }
Esempio n. 31
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 public MissionDataItem(Mission mission)
 {
     this.id                 = (int)mission.get_mission_id();
     this.metaData           = MissionDataReader.GetMissionDataByKey(this.id);
     this.status             = mission.get_status();
     this.progress           = (int)mission.get_progress();
     this.beginTimeSpecified = mission.get_begin_timeSpecified();
     this.beginTime          = (int)mission.get_begin_time();
     this.endTimeSpecified   = mission.get_end_timeSpecified();
     this.endTime            = (int)mission.get_end_time();
 }
Esempio n. 32
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    // Use this for initialization
    public override void Start()
    {
        base.Start();
        _selection = GetComponent<Managers.SelectionManager>();
        //request the race of the player
        _selfRace = info.GetPlayerRace();
        _selection.SetRace(race);

        cam = GameObject.FindWithTag("MainCamera").GetComponent<CameraController>();
        events = GetComponent<EventsNotifier>();

        Battle.PlayerInformation me = info.GetBattle().GetPlayerInformationList()[playerId - 1];
        InstantiateBuildings(me.GetBuildings());
        InstantiateUnits(me.GetUnits());
        SetInitialResources(me.GetResources().Wood, me.GetResources().Food, me.GetResources().Metal, me.GetResources().Gold);
        // gameObject.AddComponent<ResourcesPlacer>();
        
        missionStatus = new MissionStatus(playerId);
        _resourcesPlacer = ResourcesPlacer.get(this); // initialization

        // TODO Set this values dynamically
        minFoodTolerance = 100;
        minWoodTolerance = 500;
        minMetalTolerance = 500;
        minGoldTolerance = 500;

        foodDepleted = _resourcesPlacer.Amount(WorldResources.Type.FOOD) <= 0;

        ActorSelector selector = new ActorSelector()
        {
            registerCondition = (g) => !(g.GetComponent<FOWEntity>().IsOwnedByPlayer),
            fireCondition = (g) => true
        };
        Utils.Subscriber<FOWEntity.Actions, FOWEntity>.get.registerForAll(FOWEntity.Actions.DISCOVERED, OnEntityFound, selector);

        timeToShow = WAIT_FOR_FINISH;

    }
Esempio n. 33
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        private bool IsShowGetMissionPrizeButton(MissionStatus missionStatus, UserMission userMission)
        {
            if (missionStatus == MissionStatus.Underway && userMission.FinishPercent == 1 && userMission.Mission.Prize.PrizeTypes.Count > 0)
                return true;

            return false;
        }
Esempio n. 34
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        public override void UpdateUserMissionStatus(int userID, IEnumerable<int> missionIDs, MissionStatus status)
        {
            using (SqlQuery query = new SqlQuery())
            {
                query.CommandText = "bx_UpdateUserMissionStatus";
                query.CommandType = CommandType.StoredProcedure;

                query.CreateParameter<int>("@UserID", userID, SqlDbType.Int);
                query.CreateParameter<string>("@MissionIDs", StringUtil.Join(missionIDs), SqlDbType.VarChar, 8000);
                query.CreateParameter<int>("@Status", (int)status, SqlDbType.TinyInt);


                query.ExecuteNonQuery();
            }
        }
Esempio n. 35
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        public override int GetUserMissionCount(int userID, MissionStatus status)
        {
            using (SqlQuery query = new SqlQuery())
            {
                query.CommandText = "bx_GetUserMissionCount";
                query.CommandType = CommandType.StoredProcedure;

                query.CreateParameter<int>("@UserID", userID, SqlDbType.Int);
                query.CreateParameter<int>("@Status", (int)status, SqlDbType.TinyInt);

                return query.ExecuteScalar<int>();
            }

        }
Esempio n. 36
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        public override void Start()
        {
            base.Start();
            DifficultyLvl = info.Difficulty;
            _selfRace = info.GetPlayerRace() == Races.MEN ? Races.ELVES : Races.MEN;

            //Init lists
            EnemyUnits = new List<Unit>();
            EnemyBuildings = new List<IGameEntity>();
            OwnResources = new List<Resource>();
            OwnBarracks = new List<Barrack>();
            modules = new List<AIModule>();
            Army = new List<Unit>();
            Workers = new List<Unit>();

            Battle.PlayerInformation me = info.GetBattle().GetPlayerInformationList()[playerId - 1];
            SetInitialResources(me.GetResources().Wood, me.GetResources().Food, me.GetResources().Metal, me.GetResources().Gold);
            Battle.PlayableEntity.EntityPosition pos = me.GetBuildings()[0].position;
            rootBasePosition = new Vector3(pos.X, 80, pos.Y);
            buildPosition = rootBasePosition;
            Macro = new MacroManager(this);
            StoryMode = Macro.architect.constructionGrid.mode != AIMode.BATTLE;
            Micro = new MicroManager(this);
            modules.Add(new AIModule(Macro.MacroHigh, !StoryMode ? (39 - DifficultyLvl*3) : 1));
            modules.Add(new AIModule(Macro.MacroLow, 8 - DifficultyLvl));
            modules.Add(new AIModule(Micro.Micro,  4 - DifficultyLvl));
            timers = new float[modules.Count];
            hasStronghold = true;
            for (int i = 0; i < modules.Count; i++)
                timers[i] = 0;

            InstantiateBuildings(me.GetBuildings());
            InstantiateUnits(me.GetUnits());

            ActorSelector selector = new ActorSelector()
            {
                registerCondition = gameObject => gameObject.GetComponent<FOWEntity>().IsOwnedByPlayer,
                fireCondition = gameObject => true
            };
            Subscriber<FOWEntity.Actions, FOWEntity>.get.registerForAll(FOWEntity.Actions.DISCOVERED, OnEntityFound, selector);
            Subscriber<FOWEntity.Actions, FOWEntity>.get.registerForAll(FOWEntity.Actions.HIDDEN, OnEntityLost, selector);

            if (AI_DEBUG_ENABLED)
            {
                aiDebug = AIDebugSystem.CreateComponent(gameObject, this);
            }

            missionStatus = new MissionStatus(playerId);
        }
Esempio n. 37
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 public UserMissionListItemParams(UserMission userMission, MissionStatus currentStatus)
 {
     m_UserMission = userMission;
     m_CurrentStatus = currentStatus;
 }
Esempio n. 38
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 public string IsSelected(MissionStatus status, string value)
 {
     if (status == CurrentStatus)
         return value;
     else
         return string.Empty;
 }
Esempio n. 39
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 public void Parse(ChunkData data, ref short listOffset)
 {
     Hash = EndianessSwitchableBitConverter.ToUInt32(data[listOffset++].Data, 0);
     Status = (MissionStatus)data[listOffset++].Data[0];
 }
Esempio n. 40
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 public UserMissionListHeadFootParams(MissionStatus currentStatus)
 {
     m_CurrentStatus = currentStatus;
 }