/// <summary> /// This method is called when a mission finishes. /// It determines whether the mission is completed successfully or has failed. /// It also handles the payout as well as a possible reappearing of the mission. /// </summary> /// <param name="mission"></param> private void missionFinished(Mission mission) { data.InProgress.Remove(mission); InProgressMissionsChanged.Raise(); missionWorkers[mission].Cleanup(); missionWorkers.Remove(mission); mission.Cleanup(); if (mission.Completed()) { // Mission has completed successfully data.Completed.Add(mission); CompletedMissionsChanged.Raise(); //Notification if (mission.GetSuccessText() != null && mission.GetSuccessText() != "") { notificationManager.Success($"Mission: {mission.GetName()} completed! " + $"{mission.GetSuccessText()} You've earned: {mission.RewardMoney}$."); } else { notificationManager.Success($"Mission: {mission.GetName()} completed! You've earned: {mission.RewardMoney}$."); } // Payout ContentHub.Instance.bank.Income(mission.RewardMoney); } else { // Mission has failed List <string> failedSkills = new List <string>(); foreach (var skill in mission.Progress) { if (skill.Value < 1f) { failedSkills.Add(skill.Key.skillName); } } string failedSkillsText; if (failedSkills.Count > 1) { failedSkillsText = "Skills "; for (int i = 0; i < failedSkills.Count; i++) { if (i == failedSkills.Count - 1) { failedSkillsText += failedSkills[i] + " "; } else { failedSkillsText += failedSkills[i] + ", "; } } failedSkillsText += "have failed."; } else { failedSkillsText = "Skill " + failedSkills.First() + " has failed."; } //Notification if (mission.GetFailedText() != null && mission.GetFailedText() != "") { notificationManager.Success($"Mission: {mission.GetName()} failed! " + $"{mission.GetFailedText()} " + failedSkillsText); } else { notificationManager.Success($"Mission: {mission.GetName()} failed! " + failedSkillsText); } if (mission.Definition.Reappear) { data.Available.Add(mission); } } }
private void createMissionWorker(Mission mission) { var worker = new MissionWorker(mission); missionWorkers.Add(mission, worker); }
/// <summary> /// Adds an employee to the mission worker of a mission. /// </summary> /// <param name="mission"></param> /// <param name="employee"></param> public void StartWorking(Mission mission, EmployeeData employee) { missionWorkers[mission].AddEmployee(employee); }
/// <summary> /// Get the mission worker which belongs to this mission. /// </summary> /// <param name="m"></param> /// <returns></returns> public MissionWorker GetMissionWorker(Mission m) { return(missionWorkers[m]); }
/// <summary> /// Calculate the duration for this mission. /// </summary> /// <param name="mission"></param> private void calcDurationVariance(Mission mission) { mission.Duration = Math.Max(MissionDurationMinimum, mission.Duration + RandomUtils.var(MissionDurationVariance)); mission.RemainingTicks = mission.Duration * GameTime.GameTime.Instance.ClockSteps; }