Search and destroy mission
Featuring ugly code
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@@ -312,7 +312,7 @@ namespace Barotrauma.Networking
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//restart if all characters are dead or submarine is at the end of the level
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if ((autoRestart && isCrewDead)
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(EndRoundAtLevelEnd && Submarine.MainSub != null && Submarine.MainSub.AtEndPosition))
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(EndRoundAtLevelEnd && Submarine.MainSub != null && Submarine.MainSub.AtEndPosition && Submarine.MainSubs[1]==null))
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{
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if (AutoRestart && isCrewDead)
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{
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@@ -883,13 +883,17 @@ namespace Barotrauma.Networking
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GUIMessageBox.CloseAll();
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AssignJobs(connectedClients);
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roundStartSeed = DateTime.Now.Millisecond;
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Rand.SetSyncedSeed(roundStartSeed);
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GameMain.GameSession = new GameSession(selectedSub, "", selectedMode, Mission.MissionTypes[GameMain.NetLobbyScreen.MissionTypeIndex]);
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GameMain.GameSession.StartShift(GameMain.NetLobbyScreen.LevelSeed);
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yield return CoroutineStatus.Running;
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bool hasTwoTeams = false;
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if (GameMain.GameSession.gameMode.Mission != null) hasTwoTeams = GameMain.GameSession.gameMode.Mission.AssignClientIDs(connectedClients);
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GameMain.GameSession.StartShift(GameMain.NetLobbyScreen.LevelSeed,hasTwoTeams);
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GameServer.Log("Starting a new round...", Color.Cyan);
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GameServer.Log("Submarine: " + selectedSub.Name, Color.Cyan);
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@@ -897,49 +901,105 @@ namespace Barotrauma.Networking
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GameServer.Log("Level seed: " + GameMain.NetLobbyScreen.LevelSeed, Color.Cyan);
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if (AllowRespawn) respawnManager = new RespawnManager(this, selectedShuttle);
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yield return CoroutineStatus.Running;
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List<CharacterInfo> characterInfos = new List<CharacterInfo>();
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foreach (Client client in connectedClients)
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{
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client.inGame = true;
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if (client.characterInfo == null)
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{
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client.characterInfo = new CharacterInfo(Character.HumanConfigFile, client.name);
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}
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characterInfos.Add(client.characterInfo);
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client.characterInfo.Job = new Job(client.assignedJob);
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}
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if (characterInfo != null)
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{
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characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]);
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characterInfos.Add(characterInfo);
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}
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WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
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for (int i = 0; i < connectedClients.Count; i++)
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if (!hasTwoTeams)
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{
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connectedClients[i].Character = Character.Create(
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connectedClients[i].characterInfo, assignedWayPoints[i].WorldPosition, true, false);
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connectedClients[i].Character.GiveJobItems(assignedWayPoints[i]);
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GameMain.GameSession.CrewManager.characters.Add(connectedClients[i].Character);
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AssignJobs(connectedClients);
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List<CharacterInfo> characterInfos = new List<CharacterInfo>();
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foreach (Client client in connectedClients)
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{
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client.inGame = true;
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if (client.characterInfo == null)
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{
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client.characterInfo = new CharacterInfo(Character.HumanConfigFile, client.name);
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}
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characterInfos.Add(client.characterInfo);
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client.characterInfo.Job = new Job(client.assignedJob);
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}
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if (characterInfo != null)
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{
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characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]);
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characterInfos.Add(characterInfo);
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}
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WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
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for (int i = 0; i < connectedClients.Count; i++)
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{
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connectedClients[i].Character = Character.Create(
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connectedClients[i].characterInfo, assignedWayPoints[i].WorldPosition, true, false);
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connectedClients[i].Character.GiveJobItems(assignedWayPoints[i]);
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GameMain.GameSession.CrewManager.characters.Add(connectedClients[i].Character);
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}
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if (characterInfo != null)
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{
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myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
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Character.Controlled = myCharacter;
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myCharacter.GiveJobItems(assignedWayPoints[assignedWayPoints.Length - 1]);
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GameMain.GameSession.CrewManager.characters.Add(myCharacter);
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}
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}
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if (characterInfo != null)
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else
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{
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myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
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Character.Controlled = myCharacter;
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for (int j=0;j<2;j++)
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{
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List<Client> teamClients = connectedClients.FindAll(c => c.TeamID == j).ToList();
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if (teamClients == null) continue;
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AssignJobs(teamClients);
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myCharacter.GiveJobItems(assignedWayPoints[assignedWayPoints.Length - 1]);
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List<CharacterInfo> characterInfos = new List<CharacterInfo>();
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GameMain.GameSession.CrewManager.characters.Add(myCharacter);
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foreach (Client client in teamClients)
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{
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client.inGame = true;
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if (client.characterInfo == null)
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{
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client.characterInfo = new CharacterInfo(Character.HumanConfigFile, client.name);
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}
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characterInfos.Add(client.characterInfo);
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client.characterInfo.Job = new Job(client.assignedJob);
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}
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if (characterInfo != null)
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{
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characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]);
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characterInfos.Add(characterInfo);
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}
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WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[j]);
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for (int i = 0; i < teamClients.Count; i++)
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{
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teamClients[i].Character = Character.Create(
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teamClients[i].characterInfo, assignedWayPoints[i].WorldPosition, true, false);
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teamClients[i].Character.GiveJobItems(assignedWayPoints[i]);
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GameMain.GameSession.CrewManager.characters.Add(teamClients[i].Character);
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teamClients[i].Character.TeamID = teamClients[i].TeamID;
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}
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if (characterInfo != null)
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{
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myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
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Character.Controlled = myCharacter;
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myCharacter.GiveJobItems(assignedWayPoints[assignedWayPoints.Length - 1]);
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GameMain.GameSession.CrewManager.characters.Add(myCharacter);
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}
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}
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}
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var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);
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@@ -1006,6 +1066,7 @@ namespace Barotrauma.Networking
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msg.Write(selectedMode.Name);
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msg.Write(AllowRespawn);
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msg.Write(Submarine.MainSubs[1] != null); //loadSecondSub
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//msg.Write(GameMain.NetLobbyScreen.GameDuration.TotalMinutes);
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@@ -1670,6 +1731,7 @@ namespace Barotrauma.Networking
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{
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msg.Write(c.Info == null);
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msg.Write(c.ID);
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msg.Write(c.TeamID);
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msg.Write(c.ConfigPath);
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msg.Write(c.WorldPosition.X);
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