Barotrauma Server Doc
Barotrauma.PirateMission Class Reference
Inheritance diagram for Barotrauma.PirateMission:
Barotrauma.Mission Barotrauma.Mission

Public Member Functions

override int GetReward (Submarine sub)
 
 PirateMission (MissionPrefab prefab, Location[] locations, Submarine sub)
 
override void SetLevel (LevelData level)
 
override void ServerWriteInitial (IWriteMessage msg, Client c)
 
- Public Member Functions inherited from Barotrauma.Mission
 Mission (MissionPrefab prefab, Location[] locations, Submarine sub)
 
void Start (Level level)
 
void Update (float deltaTime)
 
void End ()
 End the mission and give a reward if it was completed successfully More...
 
int GetFinalReward (Submarine sub)
 Get the final reward, taking talent bonuses into account if the mission has concluded and the talents modified the reward accordingly. More...
 
virtual void AdjustLevelData (LevelData levelData)
 
virtual void ServerWrite (IWriteMessage msg)
 

Protected Member Functions

override void StartMissionSpecific (Level level)
 
override void UpdateMissionSpecific (float deltaTime)
 
override bool DetermineCompleted ()
 
override void EndMissionSpecific (bool completed)
 
- Protected Member Functions inherited from Barotrauma.Mission
void ShowMessage (int missionState)
 
virtual LocalizedString ModifyMessage (LocalizedString message, bool color=true)
 
void ChangeLocationType (LocationTypeChange change)
 
HumanPrefab GetHumanPrefabFromElement (XElement element)
 
ItemPrefab FindItemPrefab (XElement element)
 
Vector2? GetCargoSpawnPosition (ItemPrefab itemPrefab, out Submarine cargoRoomSub)
 

Properties

override int TeamCount [get]
 
override IEnumerable<(LocalizedString Label, Vector2 Position)> SonarLabels [get]
 
override SubmarineInfo EnemySubmarineInfo [get]
 
- Properties inherited from Barotrauma.Mission
virtual int?? State [get, set]
 
int TimesAttempted [get, set]
 
static bool IsClient [get]
 
virtual LocalizedString Name [get]
 
virtual LocalizedString SuccessMessage [get]
 
virtual LocalizedString FailureMessage [get]
 
virtual LocalizedString Description [get]
 
virtual bool AllowUndocking [get]
 
virtual int Reward [get]
 
ImmutableList< MissionPrefab.ReputationRewardReputationRewards [get]
 
bool Completed [get, set]
 
bool Failed [get]
 
virtual bool AllowRespawn [get]
 
virtual int TeamCount [get]
 
virtual SubmarineInfo EnemySubmarineInfo [get]
 
virtual IEnumerable<(LocalizedString Label, Vector2 Position)> SonarLabels [get]
 
Identifier SonarIconIdentifier [get]
 
int? Difficulty [get]
 

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.Mission
static Mission LoadRandom (Location[] locations, string seed, bool requireCorrectLocationType, MissionType missionType, bool isSinglePlayer=false)
 
static Mission LoadRandom (Location[] locations, MTRandom rand, bool requireCorrectLocationType, MissionType missionType, bool isSinglePlayer=false)
 
static int GetRewardDistibutionSum (IEnumerable< Character > crew, int rewardDistribution=0)
 
static int DistributeRewardsToCrew (IEnumerable< Character > crew, int totalReward)
 
- Public Attributes inherited from Barotrauma.Mission
readonly MissionPrefab Prefab
 
readonly ImmutableArray< LocalizedStringHeaders
 
readonly ImmutableArray< LocalizedStringMessages
 
Location OriginLocation
 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. Defaults to Locations[0] More...
 
readonly Location[] Locations
 
Action< MissionOnMissionStateChanged
 
- Static Public Attributes inherited from Barotrauma.Mission
static int Amount
 
- Static Protected Member Functions inherited from Barotrauma.Mission
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)
 
- Protected Attributes inherited from Barotrauma.Mission
bool failed
 
Level level
 
int state
 
LocalizedString description
 
LocalizedString descriptionWithoutReward
 

Detailed Description

Constructor & Destructor Documentation

◆ PirateMission()

Barotrauma.PirateMission.PirateMission ( MissionPrefab  prefab,
Location[]  locations,
Submarine  sub 
)

Member Function Documentation

◆ DetermineCompleted()

override bool Barotrauma.PirateMission.DetermineCompleted ( )
protectedvirtual

◆ EndMissionSpecific()

override void Barotrauma.PirateMission.EndMissionSpecific ( bool  completed)
protectedvirtual

◆ GetReward()

override int Barotrauma.PirateMission.GetReward ( Submarine  sub)
virtual

◆ ServerWriteInitial()

override void Barotrauma.PirateMission.ServerWriteInitial ( IWriteMessage  msg,
Client  c 
)
virtual

◆ SetLevel()

override void Barotrauma.PirateMission.SetLevel ( LevelData  level)
virtual

◆ StartMissionSpecific()

override void Barotrauma.PirateMission.StartMissionSpecific ( Level  level)
protectedvirtual

◆ UpdateMissionSpecific()

override void Barotrauma.PirateMission.UpdateMissionSpecific ( float  deltaTime)
protectedvirtual

Property Documentation

◆ EnemySubmarineInfo

override SubmarineInfo Barotrauma.PirateMission.EnemySubmarineInfo
get

◆ SonarLabels

override IEnumerable<(LocalizedString Label, Vector2 Position)> Barotrauma.PirateMission.SonarLabels
get

◆ TeamCount

override int Barotrauma.PirateMission.TeamCount
get