Support for multi-traitors!

It's possible for traitors to share targets and/or target each other.
Todo: code phrases-responses, clientside settings for traitor amount
This commit is contained in:
Alex Noir
2017-12-03 00:43:14 +03:00
parent 0740ca84bc
commit 56df7b6900
2 changed files with 123 additions and 83 deletions
@@ -3,120 +3,149 @@ using System.Collections.Generic;
namespace Barotrauma
{
partial class Traitor
{
public Character Character;
public Character TargetCharacter;
public Traitor(Character character, Character targetCharacter)
{
Character = character; TargetCharacter = targetCharacter;
}
}
partial class TraitorManager
{
public Character TraitorCharacter
public List<Traitor> TraitorList
{
get { return traitorCharacter; }
get { return traitorList; }
}
public Character TargetCharacter
private List<Traitor> traitorList;
public TraitorManager(GameServer server, int TraitorCount)
{
get { return targetCharacter; }
if(TraitorCount < 1) //what why how
{
TraitorCount = 1;
DebugConsole.ThrowError("Traitor Manager: TraitorCount somehow ended up less than 1, setting it to 1.");
}
Start(server, TraitorCount);
}
private Character traitorCharacter, targetCharacter;
public TraitorManager(GameServer server)
{
Start(server);
}
private void Start(GameServer server)
private void Start(GameServer server, int TraitorCount)
{
if (server == null) return;
List<Character> characters = new List<Character>();
List<Character> characters = new List<Character>(); //ANYONE can be a target.
List<Character> traitorCandidates = new List<Character>(); //Keep this to not re-pick traitors twice
foreach (Client client in server.ConnectedClients)
{
if (client.Character != null)
{
characters.Add(client.Character);
traitorCandidates.Add(client.Character);
}
}
if (server.Character!= null) characters.Add(server.Character);
if (server.Character!= null) characters.Add(server.Character); //Add host character
if (characters.Count < 2)
{
traitorCharacter = null;
targetCharacter = null;
return;
}
int traitorIndex = Rand.Range(0, characters.Count);
int targetIndex = Rand.Range(0, characters.Count);
while (targetIndex == traitorIndex)
traitorList = new List<Traitor>();
while (TraitorCount-- >= 0)
{
targetIndex = Rand.Range(0, characters.Count);
}
if (traitorCandidates.Count <= 0)
break;
traitorCharacter = characters[traitorIndex];
targetCharacter = characters[targetIndex];
int traitorIndex = Rand.Int(traitorCandidates.Count);
var traitorCharacter = traitorCandidates[traitorIndex];
traitorCandidates.Remove(traitorCharacter);
int targetIndex = Rand.Int(characters.Count);
while (characters[targetIndex] == traitorCharacter) //Cannot target self
{
targetIndex = Rand.Int(characters.Count);
}
var targetCharacter = characters[targetIndex];
//Add them to the list
traitorList.Add(new Traitor(traitorCharacter, targetCharacter));
#if CLIENT
if (server.Character == null)
{
new GUIMessageBox("New traitor", traitorCharacter.Name + " is the traitor and the target is " + targetCharacter.Name+".");
}
else if (server.Character == traitorCharacter)
{
CreateStartPopUp(targetCharacter.Name);
return;
}
if (server.Character == null)
{
new GUIMessageBox("New traitor", traitorCharacter.Name + " is the traitor and the target is " + targetCharacter.Name+".");
}
else if (server.Character == traitorCharacter)
{
CreateStartPopUp(targetCharacter.Name);
return;
}
#endif
}
}
public string GetEndMessage()
{
if (GameMain.Server == null || traitorCharacter == null || targetCharacter == null) return "";
if (GameMain.Server == null || traitorList.Count <= 0) return "";
string endMessage = "";
endMessage = traitorCharacter.Name + " was a traitor! ";
endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
endMessage += " task was to assassinate " + targetCharacter.Name;
foreach (Traitor traitor in traitorList)
{
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;
if (targetCharacter.IsDead) //Partial or complete mission success
{
endMessage += ". The task was successful";
if (traitorCharacter.IsDead)
if (targetCharacter.IsDead) //Partial or complete mission success
{
endMessage += ", but luckily the bastard didn't make it out alive either.";
}
else if (traitorCharacter.LockHands)
{
endMessage += ", but ";
endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
endMessage += " was successfuly detained.";
}
else
endMessage += ".";
}
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.";
}
else
{
endMessage += ". The task was unsuccessful";
if (traitorCharacter.LockHands)
endMessage += ". The task was successful";
if (traitorCharacter.IsDead)
{
endMessage += " - ";
endMessage += ", but luckily the bastard didn't make it out alive either.";
}
else if (traitorCharacter.LockHands)
{
endMessage += ", but ";
endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
endMessage += " was successfuly detained";
endMessage += " was successfuly detained.";
}
if (Submarine.MainSub.AtEndPosition)
{
endMessage += (traitorCharacter.LockHands ? " and " : " - ");
endMessage += "the submarine has reached its destination";
}
endMessage += ".";
else
endMessage += ".";
}
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.";
}
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 += ".";
}
}
endMessage += "\n";
}
return endMessage;
@@ -1323,11 +1323,22 @@ namespace Barotrauma.Networking
if (TraitorsEnabled == YesNoMaybe.Yes ||
(TraitorsEnabled == YesNoMaybe.Maybe && Rand.Range(0.0f, 1.0f) < 0.5f))
{
TraitorManager = new TraitorManager(this);
if (TraitorManager.TraitorCharacter!=null && TraitorManager.TargetCharacter != null)
List<Character> characters = new List<Character>();
foreach (Client client in ConnectedClients)
{
Log(TraitorManager.TraitorCharacter.Name + " is the traitor and the target is " + TraitorManager.TargetCharacter.Name, ServerLog.MessageType.ServerMessage);
if (client.Character != null)
characters.Add(client.Character);
}
var max = (int)Math.Round(characters.Count * 0.2f, 1);
var traitorCount = Math.Max(1, TraitorsEnabled == YesNoMaybe.Maybe ? Rand.Int(max) + 1 : max);
TraitorManager = new TraitorManager(this, traitorCount);
if (TraitorManager.TraitorList.Count > 0)
{
for (int i = 0; i < TraitorManager.TraitorList.Count; i++)
{
Log(TraitorManager.TraitorList[i].Character.Name + " is the traitor and the target is " + TraitorManager.TraitorList[i].TargetCharacter.Name, ServerLog.MessageType.ServerMessage);
}
}
}
@@ -1386,13 +1397,13 @@ namespace Barotrauma.Networking
msg.Write(AllowRespawn && missionAllowRespawn);
msg.Write(Submarine.MainSubs[1] != null); //loadSecondSub
if (TraitorManager != null &&
TraitorManager.TraitorCharacter != null &&
TraitorManager.TargetCharacter != null &&
TraitorManager.TraitorCharacter == client.Character)
Traitor traitor = null;
if (TraitorManager != null && TraitorManager.TraitorList.Count > 0)
traitor = TraitorManager.TraitorList.Find(t => t.Character == client.Character);
if (traitor != null)
{
msg.Write(true);
msg.Write(TraitorManager.TargetCharacter.Name);
msg.Write(traitor.TargetCharacter.Name);
}
else
{