2f107db...5202af9
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using Barotrauma.Networking;
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using System.Collections.Generic;
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using System.Linq;
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namespace Barotrauma
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{
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partial class CombatMission
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{
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private bool[] teamDead = new bool[2];
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public override string Description
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{
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get
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{
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if (descriptions == null) return "";
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//non-team-specific description
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return descriptions[0];
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}
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}
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public override bool AssignTeamIDs(List<Client> clients)
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{
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List<Client> randList = new List<Client>(clients);
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for (int i = 0; i < randList.Count; i++)
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{
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Client a = randList[i];
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int oi = Rand.Range(0, randList.Count - 1);
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Client b = randList[oi];
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randList[i] = b;
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randList[oi] = a;
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}
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int halfPlayers = randList.Count / 2;
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for (int i = 0; i < randList.Count; i++)
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{
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if (i < halfPlayers)
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{
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randList[i].TeamID = Character.TeamType.Team1;
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}
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else
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{
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randList[i].TeamID = Character.TeamType.Team2;
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}
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}
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return true;
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}
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public override void Update(float deltaTime)
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{
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if (!initialized)
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{
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crews[0].Clear();
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crews[1].Clear();
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foreach (Character character in Character.CharacterList)
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{
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if (character.TeamID == Character.TeamType.Team1)
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{
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crews[0].Add(character);
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}
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else if (character.TeamID == Character.TeamType.Team2)
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{
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crews[1].Add(character);
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}
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}
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initialized = true;
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}
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teamDead[0] = crews[0].All(c => c.IsDead || c.IsUnconscious);
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teamDead[1] = crews[1].All(c => c.IsDead || c.IsUnconscious);
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if (state == 0)
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{
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for (int i = 0; i < teamDead.Length; i++)
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{
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if (!teamDead[i] && teamDead[1 - i])
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{
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//make sure nobody in the other team can be revived because that would be pretty weird
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crews[1 - i].ForEach(c => { if (!c.IsDead) c.Kill(CauseOfDeathType.Unknown, null); });
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GameMain.GameSession.WinningTeam = i == 0 ? Character.TeamType.Team1 : Character.TeamType.Team2;
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state = 1;
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break;
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}
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}
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}
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else
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{
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if (teamDead[0] && teamDead[1])
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{
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GameMain.GameSession.WinningTeam = Character.TeamType.None;
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if (GameMain.Server != null) GameMain.Server.EndGame();
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}
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else if (GameMain.GameSession.WinningTeam != Character.TeamType.None)
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{
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GameMain.Server.EndGame();
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}
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}
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}
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}
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}
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