Readded traitors
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@@ -183,7 +183,7 @@
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<Compile Include="Source\GameSession\HireManager.cs" />
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<Compile Include="Source\Characters\Animation\HumanoidAnimController.cs" />
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<Compile Include="Source\GameSession\GameModes\SinglePlayerMode.cs" />
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<Compile Include="Source\GameSession\GameModes\TraitorMode.cs" />
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<Compile Include="Source\GameSession\GameModes\TraitorManager.cs" />
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<Compile Include="Source\GUI\ComponentStyle.cs" />
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<Compile Include="Source\GUI\GUIImage.cs" />
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<Compile Include="Source\GUI\GUIMessageBox.cs" />
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@@ -5,8 +5,18 @@ namespace Barotrauma
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{
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class TraitorManager
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{
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private Character traitorCharacter, targetCharacter;
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public Character TraitorCharacter
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{
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get { return traitorCharacter; }
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}
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public Character TargetCharacter
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{
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get { return targetCharacter; }
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}
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private Character traitorCharacter, targetCharacter;
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public TraitorManager(GameServer server)
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{
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Start(server);
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@@ -19,8 +29,8 @@ namespace Barotrauma
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List<Character> characters = new List<Character>();
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foreach (Client client in server.ConnectedClients)
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{
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if (!client.inGame || client.Character==null) continue;
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characters.Add(client.Character);
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if (client.Character != null)
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characters.Add(client.Character);
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}
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if (server.Character!= null) characters.Add(server.Character);
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@@ -52,8 +62,6 @@ namespace Barotrauma
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CreateStartPopUp(traitorCharacter.Name);
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return;
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}
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server.NewTraitor(traitorCharacter, targetCharacter);
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}
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public static void CreateStartPopUp(string targetName)
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@@ -589,6 +589,9 @@ namespace Barotrauma.Networking
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bool respawnAllowed = inc.ReadBoolean();
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bool loadSecondSub = inc.ReadBoolean();
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bool isTraitor = inc.ReadBoolean();
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string traitorTargetName = isTraitor ? inc.ReadString() : null;
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GameModePreset gameMode = GameModePreset.list.Find(gm => gm.Name == modeName);
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@@ -615,16 +618,10 @@ namespace Barotrauma.Networking
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if (respawnAllowed) respawnManager = new RespawnManager(this, GameMain.NetLobbyScreen.SelectedShuttle);
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//int characterCount = inc.ReadByte();
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//for (int i = 0; i < characterCount; i++)
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//{
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// var character = Character.ReadSpawnData(inc);
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// if (inc.ReadBoolean())
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// {
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// myCharacter = character;
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// Character.Controlled = character;
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// }
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//}
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if (isTraitor)
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{
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TraitorManager.CreateStartPopUp(traitorTargetName);
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}
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gameStarted = true;
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@@ -678,7 +675,6 @@ namespace Barotrauma.Networking
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List<Submarine> submarines = new List<Submarine>();
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for (int i = 0; i < subListCount; i++)
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{
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string subName = inc.ReadString();
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string subHash = inc.ReadString();
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@@ -1025,6 +1025,18 @@ namespace Barotrauma.Networking
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Entity.Spawner.AddToSpawnedList(c);
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Entity.Spawner.AddToSpawnedList(c.SpawnItems);
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}
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TraitorManager = null;
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if (TraitorsEnabled == YesNoMaybe.Yes ||
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(TraitorsEnabled == YesNoMaybe.Maybe && Rand.Range(0.0f, 1.0f) < 0.5f))
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{
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TraitorManager = new TraitorManager(this);
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if (TraitorManager.TraitorCharacter!=null && TraitorManager.TargetCharacter != null)
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{
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Log(TraitorManager.TraitorCharacter.Name + " is the traitor and the target is " + TraitorManager.TargetCharacter.Name, Color.Cyan);
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}
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}
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SendStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset, connectedClients);
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//var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);
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@@ -1080,6 +1092,19 @@ namespace Barotrauma.Networking
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msg.Write(AllowRespawn && missionAllowRespawn);
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msg.Write(Submarine.MainSubs[1] != null); //loadSecondSub
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if (TraitorManager != null &&
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TraitorManager.TraitorCharacter != null &&
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TraitorManager.TargetCharacter != null &&
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TraitorManager.TraitorCharacter == client.Character)
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{
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msg.Write(true);
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msg.Write(TraitorManager.TargetCharacter.Name);
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}
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else
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{
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msg.Write(false);
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}
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server.SendMessage(msg, client.Connection, NetDeliveryMethod.ReliableUnordered);
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}
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@@ -1263,19 +1288,6 @@ namespace Barotrauma.Networking
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}
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}
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public void NewTraitor(Character traitor, Character target)
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{
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Log(traitor.Name + " is the traitor and the target is " + target.Name, Color.Cyan);
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Client traitorClient = null;
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foreach (Client c in connectedClients)
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{
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if (c.Character != traitor) continue;
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traitorClient = c;
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break;
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}
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}
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/// <summary>
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/// Add the message to the chatbox and pass it to all clients who can receive it
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/// </summary>
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