2f107db...5202af9
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using Barotrauma.Networking;
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using System.Collections.Generic;
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using System.IO;
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namespace Barotrauma
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{
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partial class Traitor
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{
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public readonly Character Character;
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public Character TargetCharacter; //TODO: make a modular objective system (similar to crew missions) that allows for things OTHER than assasinations.
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public Traitor(Character character)
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{
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Character = character;
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}
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public void Greet(GameServer server, string codeWords, string codeResponse)
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{
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string greetingMessage = TextManager.Get("TraitorStartMessage").Replace("[targetname]", TargetCharacter.Name);
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string moreAgentsMessage = TextManager.Get("TraitorMoreAgentsMessage")
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.Replace("[codewords]", codeWords)
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.Replace("[coderesponse]", codeResponse);
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var greetingChatMsg = ChatMessage.Create(null, greetingMessage, ChatMessageType.Server, null);
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var moreAgentsChatMsg = ChatMessage.Create(null, moreAgentsMessage, ChatMessageType.Server, null);
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var greetingMsgBox = ChatMessage.Create(null, greetingMessage, ChatMessageType.MessageBox, null);
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var moreAgentsMsgBox = ChatMessage.Create(null, moreAgentsMessage, ChatMessageType.MessageBox, null);
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Client client = server.ConnectedClients.Find(c => c.Character == Character);
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GameMain.Server.SendDirectChatMessage(greetingChatMsg, client);
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GameMain.Server.SendDirectChatMessage(moreAgentsChatMsg, client);
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GameMain.Server.SendDirectChatMessage(greetingMsgBox, client);
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GameMain.Server.SendDirectChatMessage(moreAgentsMsgBox, client);
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Client ownerClient = server.ConnectedClients.Find(c => c.Connection == server.OwnerConnection);
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if (client != ownerClient)
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{
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var ownerMsg = ChatMessage.Create(
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null,//TextManager.Get("NewTraitor"),
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TextManager.Get("TraitorStartMessageServer").Replace("[targetname]", TargetCharacter.Name).Replace("[traitorname]", Character.Name),
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ChatMessageType.MessageBox,
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null
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);
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GameMain.Server.SendDirectChatMessage(ownerMsg, ownerClient);
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}
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}
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}
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partial class TraitorManager
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{
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private static string wordsTxt = Path.Combine("Content", "CodeWords.txt");
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public List<Traitor> TraitorList
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{
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get { return traitorList; }
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}
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private List<Traitor> traitorList = new List<Traitor>();
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public string codeWords, codeResponse;
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public TraitorManager(GameServer server, int traitorCount)
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{
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if (traitorCount < 1) //what why how
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{
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traitorCount = 1;
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DebugConsole.ThrowError("Traitor Manager: TraitorCount somehow ended up less than 1, setting it to 1.");
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}
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Start(server, traitorCount);
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}
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private void Start(GameServer server, int traitorCount)
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{
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if (server == null) return;
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List<Character> characters = new List<Character>(); //ANYONE can be a target.
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List<Character> traitorCandidates = new List<Character>(); //Keep this to not re-pick traitors twice
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foreach (Client client in server.ConnectedClients)
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{
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if (client.Character != null)
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{
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characters.Add(client.Character);
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traitorCandidates.Add(client.Character);
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}
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}
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if (server.Character != null)
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{
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characters.Add(server.Character); //Add host character
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traitorCandidates.Add(server.Character);
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}
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if (characters.Count < 2)
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{
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return;
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}
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codeWords = ToolBox.GetRandomLine(wordsTxt) + ", " + ToolBox.GetRandomLine(wordsTxt);
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codeResponse = ToolBox.GetRandomLine(wordsTxt) + ", " + ToolBox.GetRandomLine(wordsTxt);
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while (traitorCount-- > 0)
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{
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if (traitorCandidates.Count <= 0) break;
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int traitorIndex = Rand.Int(traitorCandidates.Count);
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Character traitorCharacter = traitorCandidates[traitorIndex];
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traitorCandidates.Remove(traitorCharacter);
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//Add them to the list
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traitorList.Add(new Traitor(traitorCharacter));
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}
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//Now that traitors have been decided, let's do objectives in post for deciding things like Document Exchange.
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foreach (Traitor traitor in traitorList)
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{
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Character traitorCharacter = traitor.Character;
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int targetIndex = Rand.Int(characters.Count);
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while (characters[targetIndex] == traitorCharacter) //Cannot target self
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{
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targetIndex = Rand.Int(characters.Count);
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}
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Character targetCharacter = characters[targetIndex];
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traitor.TargetCharacter = targetCharacter;
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traitor.Greet(server, codeWords, codeResponse);
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}
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}
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public string GetEndMessage()
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{
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if (GameMain.Server == null || traitorList.Count <= 0) return "";
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string endMessage = "";
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foreach (Traitor traitor in traitorList)
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{
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Character traitorCharacter = traitor.Character;
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Character targetCharacter = traitor.TargetCharacter;
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string messageTag;
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if (targetCharacter.IsDead) //Partial or complete mission success
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{
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if (traitorCharacter.IsDead)
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{
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messageTag = "TraitorEndMessageSuccessTraitorDead";
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}
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else if (traitorCharacter.LockHands)
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{
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messageTag = "TraitorEndMessageSuccessTraitorDetained";
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}
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else
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messageTag = "TraitorEndMessageSuccess";
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}
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else //Partial or complete failure
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{
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if (traitorCharacter.IsDead)
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{
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messageTag = "TraitorEndMessageFailureTraitorDead";
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}
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else if (traitorCharacter.LockHands)
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{
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messageTag = "TraitorEndMessageFailureTraitorDetained";
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}
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else
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{
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messageTag = "TraitorEndMessageFailure";
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}
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}
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endMessage += (TextManager.ReplaceGenderPronouns(TextManager.Get(messageTag), traitorCharacter.Info.Gender) + "\n")
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.Replace("[traitorname]", traitorCharacter.Name)
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.Replace("[targetname]", targetCharacter.Name);
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}
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return endMessage;
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}
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}
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}
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