Merge branch 'antagonists'
This commit is contained in:
@@ -222,6 +222,9 @@
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<Content Include="$(MSBuildThisFileDirectory)Content\Characters\Watcher\watcher.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\CodeWords.txt">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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</Content>
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<Content Include="$(MSBuildThisFileDirectory)Content\damageshader.fx" />
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<Content Include="$(MSBuildThisFileDirectory)Content\InfoTexts.xml">
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<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
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76
Barotrauma/BarotraumaShared/Content/CodeWords.txt
Normal file
76
Barotrauma/BarotraumaShared/Content/CodeWords.txt
Normal file
@@ -0,0 +1,76 @@
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carrier
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charybdis
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coelanth
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crawler
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endworm
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guardian
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husk
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mantis
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moloch
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thresher
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watcher
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water
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submarine
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red
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green
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blue
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yellow
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toxic
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explosive
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combustible
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crate
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renegade
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ally
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teamwork
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railgun
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nonsense
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abyss
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artifact
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party
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signal
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airlock
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scooter
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ruins
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C4
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Compound-N
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hyperzine
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plasma
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morbusine
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oxygenite
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revolver
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harpoon
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ocean
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wrench
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door
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man
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comrade
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mask
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diving
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monitor
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lights
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battery
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junction
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button
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locker
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crate
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honk
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clown
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horn
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grenade
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stun
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baton
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circuit
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death
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life
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fish
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shark
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damage
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ruins
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shaft
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aft
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starboard
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ice
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cold
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hot
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fire
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extinguisher
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@@ -102,6 +102,17 @@ namespace Barotrauma
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NewMessage("***************", Color.Cyan);
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}));
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commands.Add(new Command("traitorlist", "traitorlist: List all the traitors and their targets.", (string[] args) =>
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{
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if (GameMain.Server == null) return;
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TraitorManager traitorManager = GameMain.Server.TraitorManager;
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if (traitorManager == null) return;
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foreach (Traitor t in traitorManager.TraitorList)
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{
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NewMessage("- Traitor " + t.Character.Name + "'s target is " + t.TargetCharacter.Name + ".", Color.Cyan);
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}
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NewMessage("The code words are: " + traitorManager.codeWords + ", response: " + traitorManager.codeResponse + ".", Color.Cyan);
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}));
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commands.Add(new Command("createfilelist", "", (string[] args) =>
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{
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@@ -1,106 +1,203 @@
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using Barotrauma.Networking;
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using System.Collections.Generic;
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using System.IO;
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namespace Barotrauma
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{
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partial class TraitorManager
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partial class Traitor
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{
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public Character TraitorCharacter
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public readonly Character Character;
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public Character TargetCharacter; //TODO: make a modular objective system (similar to crew missions) that allows for things OTHER than assasinations.
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public Traitor(Character character)
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{
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get { return traitorCharacter; }
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Character = character;
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}
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public Character TargetCharacter
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public void Greet(GameServer server, string codeWords, string codeResponse)
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{
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get { return targetCharacter; }
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}
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//Greeting messages TODO: Move this to a function in Traitor class
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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 "
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+ "will arouse suspicion amongst the Fleet. If possible, make the death look like an accident.";
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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. "
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+ "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.";
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moreAgentsMessage += "\nThe code words are: " + codeWords + ".";
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moreAgentsMessage += "\nThe code response is: " + codeResponse + ".\n";
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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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}
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private void Start(GameServer server)
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{
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if (server == null) return;
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List<Character> characters = new List<Character>();
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foreach (Client client in server.ConnectedClients)
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if (server.Character != Character)
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{
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if (client.Character != null)
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characters.Add(client.Character);
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var chatMsg = ChatMessage.Create(
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null,
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greetingMessage + "\n" + moreAgentsMessage,
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(ChatMessageType)ChatMessageType.Server,
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null);
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var msgBox = ChatMessage.Create(
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null,
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"There might be other agents. Use these to communicate with them." +
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"\nThe code words are: " + codeWords + "." +
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"\nThe code response is: " + codeResponse + ".",
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(ChatMessageType)ChatMessageType.MessageBox,
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null);
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Client client = server.ConnectedClients.Find(c => c.Character == Character);
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GameMain.Server.SendChatMessage(chatMsg, client);
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GameMain.Server.SendChatMessage(msgBox, client);
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}
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if (server.Character!= null) characters.Add(server.Character);
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if (characters.Count < 2)
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{
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traitorCharacter = null;
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targetCharacter = null;
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return;
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}
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int traitorIndex = Rand.Range(0, characters.Count);
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int targetIndex = Rand.Range(0, characters.Count);
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while (targetIndex == traitorIndex)
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{
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targetIndex = Rand.Range(0, characters.Count);
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}
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traitorCharacter = characters[traitorIndex];
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targetCharacter = characters[targetIndex];
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#if CLIENT
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if (server.Character == null)
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{
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new GUIMessageBox("New traitor", traitorCharacter.Name + " is the traitor and the target is " + targetCharacter.Name+".");
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new GUIMessageBox("New traitor", Character.Name + " is the traitor and the target is " + TargetCharacter.Name+".");
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}
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else if (server.Character == traitorCharacter)
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else if (server.Character == Character)
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{
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CreateStartPopUp(targetCharacter.Name);
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TraitorManager.CreateStartPopUp(TargetCharacter.Name);
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GameMain.NetworkMember.AddChatMessage(moreAgentsMessage, ChatMessageType.Server);
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return;
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}
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#endif
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}
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}
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partial class TraitorManager
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{
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private static string wordsTxt = Path.Combine("Content", "CodeWords.txt");
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public List<Traitor> TraitorList
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{
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get { return traitorList; }
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}
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private List<Traitor> traitorList = new List<Traitor>();
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public string codeWords, codeResponse;
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public TraitorManager(GameServer server, int traitorCount)
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{
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if (traitorCount < 1) //what why how
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{
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traitorCount = 1;
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DebugConsole.ThrowError("Traitor Manager: TraitorCount somehow ended up less than 1, setting it to 1.");
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}
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Start(server, traitorCount);
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}
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private void Start(GameServer server, int traitorCount)
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{
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if (server == null) return;
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List<Character> characters = new List<Character>(); //ANYONE can be a target.
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List<Character> traitorCandidates = new List<Character>(); //Keep this to not re-pick traitors twice
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foreach (Client client in server.ConnectedClients)
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{
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if (client.Character != null)
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{
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characters.Add(client.Character);
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traitorCandidates.Add(client.Character);
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}
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}
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if (server.Character != null)
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{
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characters.Add(server.Character); //Add host character
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traitorCandidates.Add(server.Character);
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}
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if (characters.Count < 2)
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{
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return;
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}
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codeWords = ToolBox.GetRandomLine(wordsTxt) + ", " + ToolBox.GetRandomLine(wordsTxt);
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codeResponse = ToolBox.GetRandomLine(wordsTxt) + ", " + ToolBox.GetRandomLine(wordsTxt);
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while (traitorCount-- >= 0)
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{
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if (traitorCandidates.Count <= 0)
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break;
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int traitorIndex = Rand.Int(traitorCandidates.Count);
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Character traitorCharacter = traitorCandidates[traitorIndex];
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traitorCandidates.Remove(traitorCharacter);
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//Add them to the list
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traitorList.Add(new Traitor(traitorCharacter));
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}
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//Now that traitors have been decided, let's do objectives in post for deciding things like Document Exchange.
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foreach (Traitor traitor in traitorList)
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{
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Character traitorCharacter = traitor.Character;
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int targetIndex = Rand.Int(characters.Count);
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while (characters[targetIndex] == traitorCharacter) //Cannot target self
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{
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targetIndex = Rand.Int(characters.Count);
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}
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Character targetCharacter = characters[targetIndex];
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traitor.TargetCharacter = targetCharacter;
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traitor.Greet(server, codeWords, codeResponse);
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}
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}
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public string GetEndMessage()
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{
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if (GameMain.Server == null || traitorCharacter == null || targetCharacter == null) return "";
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if (GameMain.Server == null || traitorList.Count <= 0) return "";
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string endMessage = "";
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if (targetCharacter.IsDead && !traitorCharacter.IsDead)
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foreach (Traitor traitor in traitorList)
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{
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endMessage = traitorCharacter.Name + " was a traitor! ";
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Character traitorCharacter = traitor.Character;
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Character targetCharacter = traitor.TargetCharacter;
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endMessage += traitorCharacter.Name + " was a traitor! ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + targetCharacter.Name + ". The task was successful.";
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}
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else if (targetCharacter.IsDead && traitorCharacter.IsDead)
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{
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endMessage = traitorCharacter.Name + " was a traitor! ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + targetCharacter.Name + ". The task was successful, but luckily the bastard didn't make it out alive either.";
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}
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else if (traitorCharacter.IsDead)
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{
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endMessage = traitorCharacter.Name + " was a traitor! ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + targetCharacter.Name + ", but ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
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endMessage += " got " + ((traitorCharacter.Info.Gender == Gender.Male) ? "himself" : "herself");
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endMessage += " killed before completing it.";
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}
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else
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{
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endMessage = traitorCharacter.Name + " was a traitor! ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + targetCharacter.Name + ". ";
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endMessage += (Submarine.MainSub.AtEndPosition) ?
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"The task was unsuccessful - the submarine has reached its destination." :
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"The task was unsuccessful.";
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endMessage += " task was to assassinate " + targetCharacter.Name;
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if (targetCharacter.IsDead) //Partial or complete mission success
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{
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endMessage += ". The task was successful";
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if (traitorCharacter.IsDead)
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{
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endMessage += ", but luckily the bastard didn't make it out alive either.";
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}
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else if (traitorCharacter.LockHands)
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{
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endMessage += ", but ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
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endMessage += " was successfuly detained.";
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}
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else
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endMessage += ".";
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}
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else //Partial or complete failure
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{
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if (traitorCharacter.IsDead)
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{
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endMessage += ", but ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
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endMessage += " got " + ((traitorCharacter.Info.Gender == Gender.Male) ? "himself" : "herself");
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endMessage += " killed before completing it.";
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}
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else
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{
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endMessage += ". The task was unsuccessful";
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if (traitorCharacter.LockHands)
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{
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endMessage += " - ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
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endMessage += " was successfuly detained";
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}
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if (Submarine.MainSub.AtEndPosition)
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{
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endMessage += (traitorCharacter.LockHands ? " and " : " - ");
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endMessage += "the submarine has reached its destination";
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}
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endMessage += ".";
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}
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}
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endMessage += "\n";
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}
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return endMessage;
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@@ -1326,11 +1326,22 @@ namespace Barotrauma.Networking
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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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List<Character> characters = new List<Character>();
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foreach (Client client in ConnectedClients)
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{
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Log(TraitorManager.TraitorCharacter.Name + " is the traitor and the target is " + TraitorManager.TargetCharacter.Name, ServerLog.MessageType.ServerMessage);
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if (client.Character != null)
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characters.Add(client.Character);
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}
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var max = (int)Math.Round(characters.Count * 0.2f, 1);
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var traitorCount = Math.Max(1, TraitorsEnabled == YesNoMaybe.Maybe ? Rand.Int(max) + 1 : max);
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TraitorManager = new TraitorManager(this, traitorCount);
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if (TraitorManager.TraitorList.Count > 0)
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{
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for (int i = 0; i < TraitorManager.TraitorList.Count; i++)
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{
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Log(TraitorManager.TraitorList[i].Character.Name + " is the traitor and the target is " + TraitorManager.TraitorList[i].TargetCharacter.Name, ServerLog.MessageType.ServerMessage);
|
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}
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}
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}
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@@ -1389,13 +1400,13 @@ 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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|
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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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Traitor traitor = null;
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if (TraitorManager != null && TraitorManager.TraitorList.Count > 0)
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traitor = TraitorManager.TraitorList.Find(t => t.Character == client.Character);
|
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if (traitor != null)
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{
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msg.Write(true);
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msg.Write(TraitorManager.TargetCharacter.Name);
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msg.Write(traitor.TargetCharacter.Name);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user