Fixed host's character spawning twice, some cleanup (LINQ <3)

This commit is contained in:
Regalis
2016-09-27 17:31:26 +03:00
parent 344947c3c4
commit 8f0d16b145
3 changed files with 32 additions and 101 deletions

View File

@@ -4,6 +4,7 @@ using Barotrauma;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
using System.Collections.Generic;
using System.Xml.Linq;
@@ -17,7 +18,7 @@ namespace Barotrauma
public List<Character> TeamBCrew = new List<Character>();
int state = 0;
string winner; string loser;
string winner, loser;
public override string SuccessMessage
{
@@ -30,7 +31,7 @@ namespace Barotrauma
}
public override bool AssignClientIDs(List<Client> clients)
public override bool AssignTeamIDs(List<Client> clients)
{
List<Client> randList = new List<Client>(clients);
for (int i = 0; i < randList.Count; i++)
@@ -105,22 +106,8 @@ namespace Barotrauma
GameMain.Server.AllowRespawn = false;
}
bool ADead = true;
foreach (Character c in TeamACrew)
{
if (!c.IsDead)
{
ADead = false; break;
}
}
bool BDead = true;
foreach (Character c in TeamBCrew)
{
if (!c.IsDead)
{
BDead = false; break;
}
}
bool ADead = TeamACrew.All(c => c.IsDead);
bool BDead = TeamBCrew.All(c => c.IsDead);
if (BDead && !ADead)
{
@@ -164,22 +151,8 @@ namespace Barotrauma
public override void End()
{
bool ADead = true;
foreach (Character c in TeamACrew)
{
if (!c.IsDead && !c.IsUnconscious)
{
ADead = false; break;
}
}
bool BDead = true;
foreach (Character c in TeamBCrew)
{
if (!c.IsDead && !c.IsUnconscious)
{
BDead = false; break;
}
}
bool ADead = TeamACrew.All(c => c.IsDead || c.IsUnconscious);
bool BDead = TeamBCrew.All(c => c.IsDead || c.IsUnconscious);
if (BDead && !ADead)
{

View File

@@ -221,7 +221,7 @@ namespace Barotrauma
public virtual void Update(float deltaTime) { }
public virtual bool AssignClientIDs(List<Networking.Client> clients) { return false; }
public virtual bool AssignTeamIDs(List<Networking.Client> clients) { return false; }
public void ShowMessage(int index)
{

View File

@@ -890,10 +890,14 @@ namespace Barotrauma.Networking
yield return CoroutineStatus.Running;
bool hasTwoTeams = false;
if (GameMain.GameSession.gameMode.Mission != null) hasTwoTeams = GameMain.GameSession.gameMode.Mission.AssignClientIDs(connectedClients);
int teamCount = 1;
if (GameMain.GameSession.gameMode.Mission != null &&
GameMain.GameSession.gameMode.Mission.AssignTeamIDs(connectedClients))
{
teamCount = 2;
}
GameMain.GameSession.StartShift(GameMain.NetLobbyScreen.LevelSeed,hasTwoTeams);
GameMain.GameSession.StartShift(GameMain.NetLobbyScreen.LevelSeed, teamCount > 1);
GameServer.Log("Starting a new round...", Color.Cyan);
GameServer.Log("Submarine: " + selectedSub.Name, Color.Cyan);
@@ -902,13 +906,16 @@ namespace Barotrauma.Networking
if (AllowRespawn) respawnManager = new RespawnManager(this, selectedShuttle);
if (!hasTwoTeams)
for (int j = 0; j < teamCount; j++)
{
AssignJobs(connectedClients);
List<Client> teamClients = connectedClients.FindAll(c => c.TeamID == j).ToList();
if (teamClients == null) continue;
AssignJobs(teamClients);
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
foreach (Client client in connectedClients)
foreach (Client client in teamClients)
{
client.inGame = true;
@@ -927,18 +934,21 @@ namespace Barotrauma.Networking
characterInfos.Add(characterInfo);
}
WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSub);
WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[j]);
for (int i = 0; i < connectedClients.Count; i++)
for (int i = 0; i < teamClients.Count; i++)
{
connectedClients[i].Character = Character.Create(
connectedClients[i].characterInfo, assignedWayPoints[i].WorldPosition, true, false);
connectedClients[i].Character.GiveJobItems(assignedWayPoints[i]);
teamClients[i].Character = Character.Create(
teamClients[i].characterInfo, assignedWayPoints[i].WorldPosition, true, false);
teamClients[i].Character.GiveJobItems(assignedWayPoints[i]);
GameMain.GameSession.CrewManager.characters.Add(connectedClients[i].Character);
GameMain.GameSession.CrewManager.characters.Add(teamClients[i].Character);
teamClients[i].Character.TeamID = teamClients[i].TeamID;
}
if (characterInfo != null)
//host plays in team 0
if (characterInfo != null && j == 0)
{
myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
Character.Controlled = myCharacter;
@@ -948,59 +958,7 @@ namespace Barotrauma.Networking
GameMain.GameSession.CrewManager.characters.Add(myCharacter);
}
}
else
{
for (int j=0;j<2;j++)
{
List<Client> teamClients = connectedClients.FindAll(c => c.TeamID == j).ToList();
if (teamClients == null) continue;
AssignJobs(teamClients);
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
foreach (Client client in teamClients)
{
client.inGame = true;
if (client.characterInfo == null)
{
client.characterInfo = new CharacterInfo(Character.HumanConfigFile, client.name);
}
characterInfos.Add(client.characterInfo);
client.characterInfo.Job = new Job(client.assignedJob);
}
if (characterInfo != null)
{
characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]);
characterInfos.Add(characterInfo);
}
WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[j]);
for (int i = 0; i < teamClients.Count; i++)
{
teamClients[i].Character = Character.Create(
teamClients[i].characterInfo, assignedWayPoints[i].WorldPosition, true, false);
teamClients[i].Character.GiveJobItems(assignedWayPoints[i]);
GameMain.GameSession.CrewManager.characters.Add(teamClients[i].Character);
teamClients[i].Character.TeamID = teamClients[i].TeamID;
}
if (characterInfo != null)
{
myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
Character.Controlled = myCharacter;
myCharacter.GiveJobItems(assignedWayPoints[assignedWayPoints.Length - 1]);
GameMain.GameSession.CrewManager.characters.Add(myCharacter);
}
}
}
var startMessage = CreateStartMessage(roundStartSeed, Submarine.MainSub, GameMain.GameSession.gameMode.Preset);