/// <summary>
 /// Whether a player has a mission that has the provided id as mission id.
 /// </summary>
 /// <param name="id">The id of the mission to find in the mission inventory</param>
 /// <returns><c>true</c> if the player has a mission with the given id, <c>false</c> otherwise</returns>
 public bool HasMission(int id)
 {
     lock (Missions)
     {
         return(Missions.Any(m => m.MissionId == id));
     }
 }
 /// <summary>
 /// Whether a player has completed a mission that has the provided id as mission id.
 /// </summary>
 /// <param name="id">The id of the mission to find in the mission inventory</param>
 /// <returns><c>true</c> if the player has a completed mission with the given id, <c>false</c> otherwise</returns>
 public bool HasCompleted(int id)
 {
     lock (Missions)
     {
         return(Missions.Any(m => m.MissionId == id && m.State >= MissionState.Completed));
     }
 }
Esempio n. 3
0
        public override void AddExtraMissions(LevelData levelData)
        {
            extraMissions.Clear();

            var currentLocation = Map.CurrentLocation;

            if (levelData.Type == LevelData.LevelType.Outpost)
            {
                //if there's an available mission that takes place in the outpost, select it
                var availableMissionsInLocation = currentLocation.AvailableMissions.Where(m => m.Locations[0] == currentLocation && m.Locations[1] == currentLocation);
                if (availableMissionsInLocation.Any())
                {
                    currentLocation.SelectedMission = availableMissionsInLocation.FirstOrDefault();
                }
                else
                {
                    currentLocation.SelectedMission = null;
                }
            }
            else
            {
                //if we had selected a mission that takes place in the outpost, deselect it when leaving the outpost
                if (currentLocation.SelectedMission?.Locations[0] == currentLocation &&
                    currentLocation.SelectedMission?.Locations[1] == currentLocation)
                {
                    currentLocation.SelectedMission = null;
                }

                if (levelData.HasBeaconStation && !levelData.IsBeaconActive)
                {
                    var beaconMissionPrefabs = MissionPrefab.List.FindAll(m => m.Tags.Any(t => t.Equals("beaconnoreward", StringComparison.OrdinalIgnoreCase)));
                    if (beaconMissionPrefabs.Any())
                    {
                        Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
                        var    beaconMissionPrefab = beaconMissionPrefabs.GetRandom(rand);
                        if (!Missions.Any(m => m.Prefab.Type == beaconMissionPrefab.Type))
                        {
                            extraMissions.Add(beaconMissionPrefab.Instantiate(Map.SelectedConnection.Locations));
                        }
                    }
                }
                if (levelData.HasHuntingGrounds)
                {
                    var huntingGroundsMissionPrefabs = MissionPrefab.List.FindAll(m => m.Tags.Any(t => t.Equals("huntinggroundsnoreward", StringComparison.OrdinalIgnoreCase)));
                    if (!huntingGroundsMissionPrefabs.Any())
                    {
                        DebugConsole.AddWarning("Could not find a hunting grounds mission for the level. No mission with the tag \"huntinggroundsnoreward\" found.");
                    }
                    else
                    {
                        Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
                        var    huntingGroundsMissionPrefab = huntingGroundsMissionPrefabs.GetRandom(rand);
                        if (!Missions.Any(m => m.Prefab.Tags.Any(t => t.Equals("huntinggrounds", StringComparison.OrdinalIgnoreCase))))
                        {
                            extraMissions.Add(huntingGroundsMissionPrefab.Instantiate(Map.SelectedConnection.Locations));
                        }
                    }
                }
            }
        }
Esempio n. 4
0
        public override void AddExtraMissions(LevelData levelData)
        {
            extraMissions.Clear();

            var currentLocation = Map.CurrentLocation;

            if (levelData.Type == LevelData.LevelType.Outpost)
            {
                //if there's an available mission that takes place in the outpost, select it
                foreach (var availableMission in currentLocation.AvailableMissions)
                {
                    if (availableMission.Locations[0] == currentLocation && availableMission.Locations[1] == currentLocation)
                    {
                        currentLocation.SelectMission(availableMission);
                    }
                }
            }
            else
            {
                foreach (Mission mission in currentLocation.SelectedMissions.ToList())
                {
                    //if we had selected a mission that takes place in the outpost, deselect it when leaving the outpost
                    if (mission.Locations[0] == currentLocation &&
                        mission.Locations[1] == currentLocation)
                    {
                        currentLocation.DeselectMission(mission);
                    }
                }

                if (levelData.HasBeaconStation && !levelData.IsBeaconActive)
                {
                    var beaconMissionPrefabs = MissionPrefab.List.FindAll(m => m.Tags.Any(t => t.Equals("beaconnoreward", StringComparison.OrdinalIgnoreCase)));
                    if (beaconMissionPrefabs.Any())
                    {
                        Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
                        var    beaconMissionPrefab = ToolBox.SelectWeightedRandom(beaconMissionPrefabs, beaconMissionPrefabs.Select(p => (float)p.Commonness).ToList(), rand);
                        if (!Missions.Any(m => m.Prefab.Type == beaconMissionPrefab.Type))
                        {
                            extraMissions.Add(beaconMissionPrefab.Instantiate(Map.SelectedConnection.Locations, Submarine.MainSub));
                        }
                    }
                }
                if (levelData.HasHuntingGrounds)
                {
                    var huntingGroundsMissionPrefabs = MissionPrefab.List.FindAll(m => m.Tags.Any(t => t.Equals("huntinggroundsnoreward", StringComparison.OrdinalIgnoreCase)));
                    if (!huntingGroundsMissionPrefabs.Any())
                    {
                        DebugConsole.AddWarning("Could not find a hunting grounds mission for the level. No mission with the tag \"huntinggroundsnoreward\" found.");
                    }
                    else
                    {
                        Random rand = new MTRandom(ToolBox.StringToInt(levelData.Seed));
                        var    huntingGroundsMissionPrefab = ToolBox.SelectWeightedRandom(huntingGroundsMissionPrefabs, huntingGroundsMissionPrefabs.Select(p => (float)Math.Max(p.Commonness, 0.1f)).ToList(), rand);
                        if (!Missions.Any(m => m.Prefab.Tags.Any(t => t.Equals("huntinggrounds", StringComparison.OrdinalIgnoreCase))))
                        {
                            extraMissions.Add(huntingGroundsMissionPrefab.Instantiate(Map.SelectedConnection.Locations, Submarine.MainSub));
                        }
                    }
                }
            }
        }