- TextManager automatically replaces "\n" strings with a newline.

- Removed instantiating traitor start popup from client-side TraitorManager (instead the client receives the start message from the server).
- GUIMessageBoxes don't leave unnecessary empty space for the header if the header text is empty.
- More hard-coded text removal.
This commit is contained in:
Joonas Rikkonen
2017-12-27 16:07:00 +02:00
parent 4f0b190371
commit 3d73f28362
8 changed files with 95 additions and 105 deletions
@@ -16,43 +16,39 @@ namespace Barotrauma
public void Greet(GameServer server, string codeWords, string codeResponse)
{
//Greeting messages TODO: Move this to a function in Traitor class
string greetingMessage = "You are the Traitor! Your secret task is to assassinate " + TargetCharacter.Name + "! Discretion is an utmost concern; sinking the submarine and killing the entire crew "
+ "will arouse suspicion amongst the Fleet. If possible, make the death look like an accident.";
string moreAgentsMessage = "It is possible that there are other agents on this submarine. You don't know their names, but you do have a method of communication. "
+ "Use the code words to greet the agent and code response to respond. Disguise such words in a normal-looking phrase so the crew doesn't suspect anything.";
moreAgentsMessage += "\nThe code words are: " + codeWords + ".";
moreAgentsMessage += "\nThe code response is: " + codeResponse + ".\n";
string greetingMessage = TextManager.Get("TraitorStartMessage").Replace("[targetname]", TargetCharacter.Name);
string moreAgentsMessage = TextManager.Get("TraitorMoreAgentsMessage")
.Replace("[codewords]", codeWords)
.Replace("[coderesponse]", codeResponse);
if (server.Character != Character)
{
var chatMsg = ChatMessage.Create(
null,
greetingMessage + "\n" + moreAgentsMessage,
(ChatMessageType)ChatMessageType.Server,
null);
var msgBox = ChatMessage.Create(
null,
"There might be other agents. Use these to communicate with them." +
"\nThe code words are: " + codeWords + "." +
"\nThe code response is: " + codeResponse + ".",
(ChatMessageType)ChatMessageType.MessageBox,
null);
var greetingChatMsg = ChatMessage.Create(null, greetingMessage, ChatMessageType.Server, null);
var moreAgentsChatMsg = ChatMessage.Create(null, moreAgentsMessage, ChatMessageType.Server, null);
var greetingMsgBox = ChatMessage.Create(null, greetingMessage, ChatMessageType.MessageBox, null);
var moreAgentsMsgBox = ChatMessage.Create(null, moreAgentsMessage, ChatMessageType.MessageBox, null);
Client client = server.ConnectedClients.Find(c => c.Character == Character);
GameMain.Server.SendChatMessage(chatMsg, client);
GameMain.Server.SendChatMessage(msgBox, client);
GameMain.Server.SendChatMessage(greetingChatMsg, client);
GameMain.Server.SendChatMessage(moreAgentsChatMsg, client);
GameMain.Server.SendChatMessage(greetingMsgBox, client);
GameMain.Server.SendChatMessage(moreAgentsMsgBox, client);
}
#if CLIENT
if (server.Character == null)
{
new GUIMessageBox("New traitor", Character.Name + " is the traitor and the target is " + TargetCharacter.Name+".");
new GUIMessageBox(
TextManager.Get("NewTraitor"),
TextManager.Get("TraitorStartMessageServer").Replace("[targetname]", TargetCharacter.Name).Replace("[traitorname]", Character.Name));
}
else if (server.Character == Character)
{
TraitorManager.CreateStartPopUp(TargetCharacter.Name);
new GUIMessageBox("", greetingMessage);
new GUIMessageBox("", moreAgentsMessage);
GameMain.NetworkMember.AddChatMessage(greetingMessage, ChatMessageType.Server);
GameMain.NetworkMember.AddChatMessage(moreAgentsMessage, ChatMessageType.Server);
return;
}
@@ -151,72 +147,43 @@ namespace Barotrauma
{
Character traitorCharacter = traitor.Character;
Character targetCharacter = traitor.TargetCharacter;
endMessage += traitorCharacter.Name + " was a traitor! ";
endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
endMessage += " task was to assassinate " + targetCharacter.Name;
string messageTag;
if (targetCharacter.IsDead) //Partial or complete mission success
{
endMessage += ". The task was successful";
if (traitorCharacter.IsDead)
{
endMessage += ", but luckily the bastard didn't make it out alive either.";
messageTag = "TraitorEndMessageSuccessTraitorDead";
}
else if (traitorCharacter.LockHands)
{
endMessage += ", but ";
endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
endMessage += " was successfuly detained.";
messageTag = "TraitorEndMessageSuccessTraitorDetained";
}
else
endMessage += ".";
messageTag = "TraitorEndMessageSuccess";
}
else //Partial or complete failure
{
if (traitorCharacter.IsDead)
{
endMessage += ", but ";
endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
endMessage += " got " + ((traitorCharacter.Info.Gender == Gender.Male) ? "himself" : "herself");
endMessage += " killed before completing it.";
messageTag = "TraitorEndMessageFailureTraitorDead";
}
else if (traitorCharacter.LockHands)
{
messageTag = "TraitorEndMessageFailureTraitorDetained";
}
else
{
endMessage += ". The task was unsuccessful";
if (traitorCharacter.LockHands)
{
endMessage += " - ";
endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
endMessage += " was successfuly detained";
}
if (Submarine.MainSub.AtEndPosition)
{
endMessage += (traitorCharacter.LockHands ? " and " : " - ");
endMessage += "the submarine has reached its destination";
}
endMessage += ".";
messageTag = "TraitorEndMessageFailure";
}
}
endMessage += "\n";
endMessage += (TextManager.ReplaceGenderNouns(TextManager.Get(messageTag), traitorCharacter.Info.Gender) + "\n")
.Replace("[traitorname]", traitorCharacter.Name)
.Replace("[targetname]", targetCharacter.Name);
}
return endMessage;
return endMessage;
}
//public void CharacterLeft(Character character)
//{
// if (character != traitorCharacter && character != targetCharacter) return;
// if (character == traitorCharacter)
// {
// string endMessage = "The traitor has disconnected from the server.";
// End(endMessage);
// }
// else if (character == targetCharacter)
// {
// string endMessage = "The traitor's target has disconnected from the server.";
// End(endMessage);
// }
//}
}
}