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#include "mission.h" // IWYU pragma: associated
#include <memory>
#include <new>
#include <optional>
#include <vector>
#include "avatar.h"
#include "character.h"
#include "computer.h"
#include "coordinates.h"
#include "debug.h"
#include "enum_traits.h"
#include "game.h"
#include "game_constants.h"
#include "item.h"
#include "line.h"
#include "map.h"
#include "map_iterator.h"
#include "mapdata.h"
#include "messages.h"
#include "npc.h"
#include "npc_class.h"
#include "omdata.h"
#include "overmap.h"
#include "overmapbuffer.h"
#include "point.h"
#include "rng.h"
#include "string_formatter.h"
#include "translations.h"
#include "units.h"
static const itype_id itype_software_hacking( "software_hacking" );
static const itype_id itype_software_math( "software_math" );
static const itype_id itype_software_medical( "software_medical" );
static const itype_id itype_software_useless( "software_useless" );
static const mission_type_id
mission_MISSION_GET_ZOMBIE_BLOOD_ANAL( "MISSION_GET_ZOMBIE_BLOOD_ANAL" );
/* These functions are responsible for making changes to the game at the moment
* the mission is accepted by the player. They are also responsible for
* updating *miss with the target and any other important information.
*/
void mission_start::standard( mission * )
{
}
void mission_start::kill_nemesis( mission * )
{
// Pick an area for the nemesis to spawn
// Force z = 0 for overmapbuffer::find_random. (spawning on a rooftop is valid!)
const tripoint_abs_omt center = { get_player_character().global_omt_location().xy(), 0 };
tripoint_abs_omt site = overmap::invalid_tripoint;
static const std::array<float, 3> attempts_multipliers {1.0f, 1.5f, 2.f};
size_t attempt = 0;
do {
if( attempt++ >= attempts_multipliers.size() ) {
debugmsg( "Failed adding a nemesis mission" );
return;
}
int range = rng( 40, 80 ) * attempts_multipliers[attempt - 1];
site = overmap_buffer.find_random( center, "field", range, false );
} while( site == overmap::invalid_tripoint );
overmap_buffer.add_nemesis( site );
}
/*
* Find a location to place a computer. In order, prefer:
* 1) Broken consoles.
* 2) Corners or coords adjacent to a bed/dresser? (this logic may be flawed, dates from Whales in 2011)
* 3) A spot near the center of the tile that is not a console
* 4) A random spot near the center of the tile.
*/
static tripoint find_potential_computer_point( const tinymap &compmap )
{
constexpr int rng_x_min = 10;
constexpr int rng_x_max = SEEX * 2 - 11;
constexpr int rng_y_min = 10;
constexpr int rng_y_max = SEEY * 2 - 11;
static_assert( rng_x_min <= rng_x_max && rng_y_min <= rng_y_max, "invalid randomization range" );
std::vector<tripoint> broken;
std::vector<tripoint> potential;
std::vector<tripoint> last_resort;
for( const tripoint &p : compmap.points_on_zlevel() ) {
if( compmap.furn( p ) == f_console_broken ) {
broken.emplace_back( p );
} else if( broken.empty() && compmap.ter( p ) == t_floor && compmap.furn( p ) == f_null ) {
for( const tripoint &p2 : compmap.points_in_radius( p, 1 ) ) {
if( compmap.furn( p2 ) == f_bed || compmap.furn( p2 ) == f_dresser ) {
potential.emplace_back( p );
break;
}
}
int wall = 0;
for( const tripoint &p2 : compmap.points_in_radius( p, 1 ) ) {
if( compmap.has_flag_ter( ter_furn_flag::TFLAG_WALL, p2 ) ) {
wall++;
}
}
if( wall == 5 ) {
if( compmap.is_last_ter_wall( true, p.xy(), point( SEEX * 2, SEEY * 2 ), direction::NORTH ) &&
compmap.is_last_ter_wall( true, p.xy(), point( SEEX * 2, SEEY * 2 ), direction::SOUTH ) &&
compmap.is_last_ter_wall( true, p.xy(), point( SEEX * 2, SEEY * 2 ), direction::WEST ) &&
compmap.is_last_ter_wall( true, p.xy(), point( SEEX * 2, SEEY * 2 ), direction::EAST ) ) {
potential.emplace_back( p );
}
}
} else if( broken.empty() && potential.empty() && p.x >= rng_x_min && p.x <= rng_x_max
&& p.y >= rng_y_min && p.y <= rng_y_max && compmap.furn( p ) != f_console ) {
last_resort.emplace_back( p );
}
}
std::vector<tripoint> *used = &broken;
if( used->empty() ) {
used = &potential;
}
if( used->empty() ) {
used = &last_resort;
}
// if there's no possible location, then we have to overwrite an existing console...
const tripoint fallback( rng( rng_x_min, rng_x_max ), rng( rng_y_min, rng_y_max ),
compmap.get_abs_sub().z() );
return random_entry( *used, fallback );
}
void mission_start::place_npc_software( mission *miss )
{
npc *dev = g->find_npc( miss->npc_id );
if( dev == nullptr ) {
debugmsg( "Couldn't find NPC! %d", miss->npc_id.get_value() );
return;
}
get_player_character().i_add( item( "usb_drive", calendar::turn_zero ) );
add_msg( _( "%s gave you a USB drive." ), dev->get_name() );
std::string type = "house";
if( dev->myclass == NC_HACKER ) {
miss->item_id = itype_software_hacking;
} else if( dev->myclass == NC_DOCTOR ) {
miss->item_id = itype_software_medical;
static const std::set<std::string> pharmacies = { "s_pharm", "s_pharm_1" };
type = random_entry( pharmacies );
miss->follow_up = mission_MISSION_GET_ZOMBIE_BLOOD_ANAL;
} else if( dev->myclass == NC_SCIENTIST ) {
miss->item_id = itype_software_math;
} else {
miss->item_id = itype_software_useless;
}
tripoint_abs_omt place;
if( type == "house" ) {
place = mission_util::random_house_in_closest_city();
} else {
place = overmap_buffer.find_closest( dev->global_omt_location(), type, 0, false );
}
miss->target = place;
overmap_buffer.reveal( place, 6 );
tinymap compmap;
compmap.load( project_to<coords::sm>( place ), false );
tripoint comppoint;
oter_id oter = overmap_buffer.ter( place );
if( is_ot_match( "house", oter, ot_match_type::prefix ) ||
is_ot_match( "s_pharm", oter, ot_match_type::prefix ) || oter.id().is_empty() ) {
comppoint = find_potential_computer_point( compmap );
}
compmap.i_clear( comppoint );
compmap.furn_set( comppoint, f_console );
computer *tmpcomp = compmap.add_computer( comppoint, string_format( _( "%s's Terminal" ),
dev->get_name() ), 0 );
tmpcomp->set_mission( miss->get_id() );
tmpcomp->add_option( _( "Download Software" ), COMPACT_DOWNLOAD_SOFTWARE, 0 );
compmap.save();
}
void mission_start::place_deposit_box( mission *miss )
{
npc *p = g->find_npc( miss->npc_id );
if( p == nullptr ) {
debugmsg( "could not find mission NPC %d", miss->npc_id.get_value() );
return;
}
// Npc joins you
p->set_attitude( NPCATT_FOLLOW );
tripoint_abs_omt site =
overmap_buffer.find_closest( p->global_omt_location(), "bank", 0, false );
if( site == overmap::invalid_tripoint ) {
site = overmap_buffer.find_closest( p->global_omt_location(), "office_tower_1", 0, false );
}
if( site == overmap::invalid_tripoint ) {
site = p->global_omt_location();
debugmsg( "Couldn't find a place for deposit box" );
}
miss->target = site;
overmap_buffer.reveal( site, 2 );
tinymap compmap;
compmap.load( project_to<coords::sm>( site ), false );
std::vector<tripoint> valid;
for( const tripoint &p : compmap.points_on_zlevel() ) {
if( compmap.ter( p ) == t_floor ) {
for( const tripoint &p2 : compmap.points_in_radius( p, 1 ) ) {
if( compmap.ter( p2 ) == t_wall_metal ) {
valid.push_back( p );
break;
}
}
}
}
const tripoint fallback( rng( 6, SEEX * 2 - 7 ), rng( 6, SEEY * 2 - 7 ), site.z() );
const tripoint comppoint = random_entry( valid, fallback );
compmap.spawn_item( comppoint, "safe_box" );
compmap.save();
}
void mission_start::find_safety( mission *miss )
{
const tripoint_abs_omt place = get_player_character().global_omt_location();
for( int radius = 0; radius <= 20; radius++ ) {
for( int dist = 0 - radius; dist <= radius; dist++ ) {
int offset = rng( 0, 3 ); // Randomizes the direction we check first
for( int i = 0; i <= 3; i++ ) { // Which direction?
tripoint_abs_omt check = place;
switch( ( offset + i ) % 4 ) {
case 0:
check.x() += dist;
check.y() -= radius;
break;
case 1:
check.x() += dist;
check.y() += radius;
break;
case 2:
check.y() += dist;
check.x() -= radius;
break;
case 3:
check.y() += dist;
check.x() += radius;
break;
}
if( overmap_buffer.is_safe( check ) ) {
miss->target = check;
return;
}
}
}
}
// Couldn't find safety; so just set the target to far away
switch( rng( 0, 3 ) ) {
case 0:
miss->target = place + point( -20, -20 );
break;
case 1:
miss->target = place + point( -20, 20 );
break;
case 2:
miss->target = place + point( 20, -20 );
break;
case 3:
miss->target = place + point( 20, 20 );
break;
}
}
void mission_start::place_book( mission * )
{
}
void mission_start::reveal_refugee_center( mission *miss )
{
mission_target_params t;
str_or_var overmap_terrain;
overmap_terrain.str_val = "refctr_S3e";
t.overmap_terrain = overmap_terrain;
str_or_var overmap_special;
overmap_special.str_val = "evac_center";
t.overmap_special = overmap_special;
t.mission_pointer = miss;
dbl_or_var search_range;
search_range.min.dbl_val = 0;
t.search_range = search_range;
dbl_or_var reveal_radius;
reveal_radius.min.dbl_val = 1;
t.reveal_radius = reveal_radius;
dbl_or_var min_distance;
min_distance.min.dbl_val = 0;
t.min_distance = min_distance;
dialogue d( get_talker_for( get_avatar() ), nullptr );
std::optional<tripoint_abs_omt> target_pos = mission_util::assign_mission_target( t, d );
if( !target_pos ) {
add_msg( _( "You don't know where the address could be…" ) );
return;
}
const tripoint_abs_omt source_road = overmap_buffer.find_closest(
get_player_character().global_omt_location(), "road",
3, false );
const tripoint_abs_omt dest_road = overmap_buffer.find_closest( *target_pos, "road", 3, false );
if( overmap_buffer.reveal_route( source_road, dest_road, 1, true ) ) {
//reset the mission target to the refugee center entrance and reveal path from the road
str_or_var overmap_terrain;
overmap_terrain.str_val = "refctr_S3e";
t.overmap_terrain = overmap_terrain;
dbl_or_var reveal_radius;
reveal_radius.min.dbl_val = 3;
t.reveal_radius = reveal_radius;
target_pos = mission_util::assign_mission_target( t, d );
const tripoint_abs_omt dest_refugee_center = overmap_buffer.find_closest( *target_pos,
"evac_center_18", 1, false );
overmap_buffer.reveal_route( dest_road, dest_refugee_center, 1, false );
add_msg( _( "You mark the refugee center and the road that leads to it…" ) );
} else {
add_msg( _( "You mark the refugee center, but you have no idea how to get there by road…" ) );
}
}
// Creates multiple lab consoles near tripoint place, which must have its z-level set to where consoles should go.
void static create_lab_consoles(
mission *miss, const tripoint_abs_omt &place, const std::string &otype, int security,
const std::string &comp_name, const std::string &download_name )
{
// Drop four computers in nearby lab spaces so the player can stumble upon one of them.
for( int i = 0; i < 4; ++i ) {
tripoint_abs_omt om_place = mission_util::target_om_ter_random(
otype, -1, miss, false, 4, place );
tinymap compmap;
compmap.load( project_to<coords::sm>( om_place ), false );
tripoint comppoint = find_potential_computer_point( compmap );
computer *tmpcomp = compmap.add_computer( comppoint, comp_name, security );
tmpcomp->set_mission( miss->get_id() );
tmpcomp->add_option( download_name, COMPACT_DOWNLOAD_SOFTWARE, security );
tmpcomp->add_failure( COMPFAIL_ALARM );
tmpcomp->add_failure( COMPFAIL_DAMAGE );
tmpcomp->add_failure( COMPFAIL_MANHACKS );
compmap.save();
}
}
void mission_start::create_lab_console( mission *miss )
{
Character &player_character = get_player_character();
// Pick a lab that has spaces on z = -1: e.g., in hidden labs.
tripoint_abs_omt loc = player_character.global_omt_location();
loc.z() = -1;
const tripoint_abs_omt place = overmap_buffer.find_closest( loc, "lab", 0, false );
create_lab_consoles( miss, place, "lab", 2, _( "Workstation" ),
_( "Download Memory Contents" ) );
// Target the lab entrance.
const tripoint_abs_omt target = mission_util::target_closest_lab_entrance( place, 2, miss );
mission_util::reveal_road( player_character.global_omt_location(), target, overmap_buffer );
}
void mission_start::create_hidden_lab_console( mission *miss )
{
Character &player_character = get_player_character();
// Pick a hidden lab entrance.
tripoint_abs_omt loc = player_character.global_omt_location();
loc.z() = -1;
tripoint_abs_omt place = overmap_buffer.find_closest( loc, "basement_hidden_lab_stairs", 0, false );
place.z() = -2; // then go down 1 z-level to place consoles.
create_lab_consoles( miss, place, "lab", 3, _( "Workstation" ),
_( "Download Encryption Routines" ) );
// Target the lab entrance.
const tripoint_abs_omt target = mission_util::target_closest_lab_entrance( place, 2, miss );
mission_util::reveal_road( player_character.global_omt_location(), target, overmap_buffer );
}
void mission_start::create_ice_lab_console( mission *miss )
{
Character &player_character = get_player_character();
// Pick an ice lab with spaces on z = -4.
tripoint_abs_omt loc = player_character.global_omt_location();
loc.z() = -4;
const tripoint_abs_omt place = overmap_buffer.find_closest( loc, "ice_lab", 0, false );
create_lab_consoles( miss, place, "ice_lab", 3, _( "Durable Storage Archive" ),
_( "Download Archives" ) );
// Target the lab entrance.
const tripoint_abs_omt target = mission_util::target_closest_lab_entrance( place, 2, miss );
mission_util::reveal_road( player_character.global_omt_location(), target, overmap_buffer );
}
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