Merge branch 'antagonists'

This commit is contained in:
Joonas Rikkonen
2017-12-05 19:05:39 +02:00
5 changed files with 279 additions and 81 deletions
@@ -102,6 +102,17 @@ namespace Barotrauma
NewMessage("***************", Color.Cyan);
}));
commands.Add(new Command("traitorlist", "traitorlist: List all the traitors and their targets.", (string[] args) =>
{
if (GameMain.Server == null) return;
TraitorManager traitorManager = GameMain.Server.TraitorManager;
if (traitorManager == null) return;
foreach (Traitor t in traitorManager.TraitorList)
{
NewMessage("- Traitor " + t.Character.Name + "'s target is " + t.TargetCharacter.Name + ".", Color.Cyan);
}
NewMessage("The code words are: " + traitorManager.codeWords + ", response: " + traitorManager.codeResponse + ".", Color.Cyan);
}));
commands.Add(new Command("createfilelist", "", (string[] args) =>
{
@@ -1,106 +1,203 @@
using Barotrauma.Networking;
using System.Collections.Generic;
using System.IO;
namespace Barotrauma
{
partial class TraitorManager
partial class Traitor
{
public Character TraitorCharacter
public readonly Character Character;
public Character TargetCharacter; //TODO: make a modular objective system (similar to crew missions) that allows for things OTHER than assasinations.
public Traitor(Character character)
{
get { return traitorCharacter; }
Character = character;
}
public Character TargetCharacter
public void Greet(GameServer server, string codeWords, string codeResponse)
{
get { return targetCharacter; }
}
//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";
private Character traitorCharacter, targetCharacter;
public TraitorManager(GameServer server)
{
Start(server);
}
private void Start(GameServer server)
{
if (server == null) return;
List<Character> characters = new List<Character>();
foreach (Client client in server.ConnectedClients)
if (server.Character != Character)
{
if (client.Character != null)
characters.Add(client.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);
Client client = server.ConnectedClients.Find(c => c.Character == Character);
GameMain.Server.SendChatMessage(chatMsg, client);
GameMain.Server.SendChatMessage(msgBox, client);
}
if (server.Character!= null) characters.Add(server.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)
{
targetIndex = Rand.Range(0, characters.Count);
}
traitorCharacter = characters[traitorIndex];
targetCharacter = characters[targetIndex];
#if CLIENT
if (server.Character == null)
{
new GUIMessageBox("New traitor", traitorCharacter.Name + " is the traitor and the target is " + targetCharacter.Name+".");
new GUIMessageBox("New traitor", Character.Name + " is the traitor and the target is " + TargetCharacter.Name+".");
}
else if (server.Character == traitorCharacter)
else if (server.Character == Character)
{
CreateStartPopUp(targetCharacter.Name);
TraitorManager.CreateStartPopUp(TargetCharacter.Name);
GameMain.NetworkMember.AddChatMessage(moreAgentsMessage, ChatMessageType.Server);
return;
}
#endif
}
}
partial class TraitorManager
{
private static string wordsTxt = Path.Combine("Content", "CodeWords.txt");
public List<Traitor> TraitorList
{
get { return traitorList; }
}
private List<Traitor> traitorList = new List<Traitor>();
public string codeWords, codeResponse;
public TraitorManager(GameServer server, int traitorCount)
{
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 void Start(GameServer server, int traitorCount)
{
if (server == null) return;
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); //Add host character
traitorCandidates.Add(server.Character);
}
if (characters.Count < 2)
{
return;
}
codeWords = ToolBox.GetRandomLine(wordsTxt) + ", " + ToolBox.GetRandomLine(wordsTxt);
codeResponse = ToolBox.GetRandomLine(wordsTxt) + ", " + ToolBox.GetRandomLine(wordsTxt);
while (traitorCount-- >= 0)
{
if (traitorCandidates.Count <= 0)
break;
int traitorIndex = Rand.Int(traitorCandidates.Count);
Character traitorCharacter = traitorCandidates[traitorIndex];
traitorCandidates.Remove(traitorCharacter);
//Add them to the list
traitorList.Add(new Traitor(traitorCharacter));
}
//Now that traitors have been decided, let's do objectives in post for deciding things like Document Exchange.
foreach (Traitor traitor in traitorList)
{
Character traitorCharacter = traitor.Character;
int targetIndex = Rand.Int(characters.Count);
while (characters[targetIndex] == traitorCharacter) //Cannot target self
{
targetIndex = Rand.Int(characters.Count);
}
Character targetCharacter = characters[targetIndex];
traitor.TargetCharacter = targetCharacter;
traitor.Greet(server, codeWords, codeResponse);
}
}
public string GetEndMessage()
{
if (GameMain.Server == null || traitorCharacter == null || targetCharacter == null) return "";
if (GameMain.Server == null || traitorList.Count <= 0) return "";
string endMessage = "";
if (targetCharacter.IsDead && !traitorCharacter.IsDead)
foreach (Traitor traitor in traitorList)
{
endMessage = traitorCharacter.Name + " was a traitor! ";
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 + ". The task was successful.";
}
else if (targetCharacter.IsDead && traitorCharacter.IsDead)
{
endMessage = traitorCharacter.Name + " was a traitor! ";
endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
endMessage += " task was to assassinate " + targetCharacter.Name + ". The task was successful, but luckily the bastard didn't make it out alive either.";
}
else if (traitorCharacter.IsDead)
{
endMessage = traitorCharacter.Name + " was a traitor! ";
endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
endMessage += " task was to assassinate " + targetCharacter.Name + ", 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 = traitorCharacter.Name + " was a traitor! ";
endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
endMessage += " task was to assassinate " + targetCharacter.Name + ". ";
endMessage += (Submarine.MainSub.AtEndPosition) ?
"The task was unsuccessful - the submarine has reached its destination." :
"The task was unsuccessful.";
endMessage += " task was to assassinate " + targetCharacter.Name;
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.";
}
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 += " - ";
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;
@@ -1326,11 +1326,22 @@ 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);
}
}
}
@@ -1389,13 +1400,13 @@ 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
{