Exemplo n.º 1
0
        public void GiveReward()
        {
            if (!(GameMain.GameSession.GameMode is CampaignMode campaign))
            {
                return;
            }
            campaign.Money += GetReward(Submarine.MainSub);

            foreach (KeyValuePair <string, float> reputationReward in ReputationRewards)
            {
                if (reputationReward.Key.Equals("location", StringComparison.OrdinalIgnoreCase))
                {
                    Locations[0].Reputation.Value += reputationReward.Value;
                    Locations[1].Reputation.Value += reputationReward.Value;
                }
                else
                {
                    Faction faction = campaign.Factions.Find(faction1 => faction1.Prefab.Identifier.Equals(reputationReward.Key, StringComparison.OrdinalIgnoreCase));
                    if (faction != null)
                    {
                        faction.Reputation.Value += reputationReward.Value;
                    }
                }
            }

            if (Prefab.DataRewards != null)
            {
                foreach (var(identifier, value, operation) in Prefab.DataRewards)
                {
                    SetDataAction.PerformOperation(campaign.CampaignMetadata, identifier, value, operation);
                }
            }
        }
        public MissionPrefab(XElement element)
        {
            ConfigElement = element;

            Identifier     = element.GetAttributeString("identifier", "");
            TextIdentifier = element.GetAttributeString("textidentifier", null) ?? Identifier;

            tags = element.GetAttributeStringArray("tags", new string[0], convertToLowerInvariant: true);

            Name        = TextManager.Get("MissionName." + TextIdentifier, true) ?? element.GetAttributeString("name", "");
            Description = TextManager.Get("MissionDescription." + TextIdentifier, true) ?? element.GetAttributeString("description", "");
            Reward      = element.GetAttributeInt("reward", 1);

            Commonness = element.GetAttributeInt("commonness", 1);

            SuccessMessage = TextManager.Get("MissionSuccess." + TextIdentifier, true) ?? element.GetAttributeString("successmessage", "Mission completed successfully");
            FailureMessage = TextManager.Get("MissionFailure." + TextIdentifier, true) ?? "";
            if (string.IsNullOrEmpty(FailureMessage) && TextManager.ContainsTag("missionfailed"))
            {
                FailureMessage = TextManager.Get("missionfailed", returnNull: true) ?? "";
            }
            if (string.IsNullOrEmpty(FailureMessage) && GameMain.Config.Language == "English")
            {
                FailureMessage = element.GetAttributeString("failuremessage", "");
            }

            SonarLabel          = TextManager.Get("MissionSonarLabel." + TextIdentifier, true) ?? element.GetAttributeString("sonarlabel", "");
            SonarIconIdentifier = element.GetAttributeString("sonaricon", "");

            MultiplayerOnly  = element.GetAttributeBool("multiplayeronly", false);
            SingleplayerOnly = element.GetAttributeBool("singleplayeronly", false);

            AchievementIdentifier = element.GetAttributeString("achievementidentifier", "");

            Headers              = new List <string>();
            Messages             = new List <string>();
            AllowedLocationTypes = new List <Pair <string, string> >();

            for (int i = 0; i < 100; i++)
            {
                string header  = TextManager.Get("MissionHeader" + i + "." + TextIdentifier, true);
                string message = TextManager.Get("MissionMessage" + i + "." + TextIdentifier, true);
                if (!string.IsNullOrEmpty(message))
                {
                    Headers.Add(header);
                    Messages.Add(message);
                }
            }

            int messageIndex = 0;

            foreach (XElement subElement in element.Elements())
            {
                switch (subElement.Name.ToString().ToLowerInvariant())
                {
                case "message":
                    if (messageIndex > Headers.Count - 1)
                    {
                        Headers.Add(string.Empty);
                        Messages.Add(string.Empty);
                    }
                    Headers[messageIndex]  = TextManager.Get("MissionHeader" + messageIndex + "." + TextIdentifier, true) ?? subElement.GetAttributeString("header", "");
                    Messages[messageIndex] = TextManager.Get("MissionMessage" + messageIndex + "." + TextIdentifier, true) ?? subElement.GetAttributeString("text", "");
                    messageIndex++;
                    break;

                case "locationtype":
                    AllowedLocationTypes.Add(new Pair <string, string>(
                                                 subElement.GetAttributeString("from", ""),
                                                 subElement.GetAttributeString("to", "")));
                    break;

                case "reputation":
                case "reputationreward":
                    string factionIdentifier = subElement.GetAttributeString("identifier", "");
                    float  amount            = subElement.GetAttributeFloat("amount", 0.0f);
                    if (ReputationRewards.ContainsKey(factionIdentifier))
                    {
                        DebugConsole.ThrowError($"Error in mission prefab \"{Identifier}\". Multiple reputation changes defined for the identifier \"{factionIdentifier}\".");
                        continue;
                    }
                    ReputationRewards.Add(factionIdentifier, amount);
                    if (!factionIdentifier.Equals("location", StringComparison.OrdinalIgnoreCase))
                    {
                        if (FactionPrefab.Prefabs != null && !FactionPrefab.Prefabs.Any(p => p.Identifier.Equals(factionIdentifier, StringComparison.OrdinalIgnoreCase)))
                        {
                            DebugConsole.ThrowError($"Error in mission prefab \"{Identifier}\". Could not find a faction with the identifier \"{factionIdentifier}\".");
                        }
                    }
                    break;

                case "metadata":
                    string identifier  = subElement.GetAttributeString("identifier", string.Empty);
                    string stringValue = subElement.GetAttributeString("value", string.Empty);
                    if (!string.IsNullOrWhiteSpace(stringValue) && !string.IsNullOrWhiteSpace(identifier))
                    {
                        object value = SetDataAction.ConvertXMLValue(stringValue);
                        SetDataAction.OperationType operation = SetDataAction.OperationType.Set;

                        string operatingString = subElement.GetAttributeString("operation", string.Empty);
                        if (!string.IsNullOrWhiteSpace(operatingString))
                        {
                            operation = (SetDataAction.OperationType)Enum.Parse(typeof(SetDataAction.OperationType), operatingString);
                        }

                        DataRewards.Add(Tuple.Create(identifier, value, operation));
                    }
                    break;
                }
            }

            string missionTypeName = element.GetAttributeString("type", "");

            if (!Enum.TryParse(missionTypeName, out Type))
            {
                DebugConsole.ThrowError("Error in mission prefab \"" + Name + "\" - \"" + missionTypeName + "\" is not a valid mission type.");
                return;
            }
            if (Type == MissionType.None)
            {
                DebugConsole.ThrowError("Error in mission prefab \"" + Name + "\" - mission type cannot be none.");
                return;
            }

            if (CoOpMissionClasses.ContainsKey(Type))
            {
                constructor = CoOpMissionClasses[Type].GetConstructor(new[] { typeof(MissionPrefab), typeof(Location[]) });
            }
            else if (PvPMissionClasses.ContainsKey(Type))
            {
                constructor = PvPMissionClasses[Type].GetConstructor(new[] { typeof(MissionPrefab), typeof(Location[]) });
            }
            else
            {
                DebugConsole.ThrowError("Error in mission prefab \"" + Name + "\" - unsupported mission type \"" + Type.ToString() + "\"");
            }

            InitProjSpecific(element);
        }
Exemplo n.º 3
0
        public void GiveReward()
        {
            if (!(GameMain.GameSession.GameMode is CampaignMode campaign))
            {
                return;
            }
            int reward = GetReward(Submarine.MainSub);

            float baseExperienceGain = reward * 0.09f;

            float difficultyMultiplier = 1 + level.Difficulty / 100f;

            baseExperienceGain *= difficultyMultiplier;

            IEnumerable <Character> crewCharacters = GameSession.GetSessionCrewCharacters();

            // use multipliers here so that we can easily add them together without introducing multiplicative XP stacking
            var experienceGainMultiplier = new AbilityValue(1f);

            crewCharacters.ForEach(c => c.CheckTalents(AbilityEffectType.OnAllyGainMissionExperience, experienceGainMultiplier));
            crewCharacters.ForEach(c => experienceGainMultiplier.Value += c.GetStatValue(StatTypes.MissionExperienceGainMultiplier));

            int experienceGain = (int)(baseExperienceGain * experienceGainMultiplier.Value);

#if CLIENT
            foreach (Character character in crewCharacters)
            {
                character.Info?.GiveExperience(experienceGain, isMissionExperience: true);
            }
#else
            foreach (Barotrauma.Networking.Client c in GameMain.Server.ConnectedClients)
            {
                //give the experience to the stored characterinfo if the client isn't currently controlling a character
                (c.Character?.Info ?? c.CharacterInfo)?.GiveExperience(experienceGain, isMissionExperience: true);
            }
#endif

            // apply money gains afterwards to prevent them from affecting XP gains
            var moneyGainMission = new AbilityValueMission(1f, this);
            crewCharacters.ForEach(c => c.CheckTalents(AbilityEffectType.OnGainMissionMoney, moneyGainMission));
            crewCharacters.ForEach(c => moneyGainMission.Value += c.GetStatValue(StatTypes.MissionMoneyGainMultiplier));

            campaign.Money += (int)(reward * moneyGainMission.Value);

            foreach (Character character in crewCharacters)
            {
                character.Info.MissionsCompletedSinceDeath++;
            }

            foreach (KeyValuePair <string, float> reputationReward in ReputationRewards)
            {
                if (reputationReward.Key.Equals("location", StringComparison.OrdinalIgnoreCase))
                {
                    Locations[0].Reputation.AddReputation(reputationReward.Value);
                    Locations[1].Reputation.AddReputation(reputationReward.Value);
                }
                else
                {
                    Faction faction = campaign.Factions.Find(faction1 => faction1.Prefab.Identifier.Equals(reputationReward.Key, StringComparison.OrdinalIgnoreCase));
                    if (faction != null)
                    {
                        faction.Reputation.AddReputation(reputationReward.Value);
                    }
                }
            }

            if (Prefab.DataRewards != null)
            {
                foreach (var(identifier, value, operation) in Prefab.DataRewards)
                {
                    SetDataAction.PerformOperation(campaign.CampaignMetadata, identifier, value, operation);
                }
            }
        }