Moved code around a bit, moved traitor greeting to Greet function in Traitor class

This commit is contained in:
Alex Noir
2017-12-04 20:03:29 +03:00
parent eb82ed6092
commit 94b2c4c9e7
@@ -7,17 +7,65 @@ namespace Barotrauma
partial class Traitor
{
public Character Character;
public Character TargetCharacter;
public Character TargetCharacter; //TODO: make a modular objective system (similar to crew missions) that allows for things OTHER than assasinations.
public Traitor(Character character, Character targetCharacter)
public Traitor(Character character)
{
Character = character; TargetCharacter = targetCharacter;
Character = character;
}
public void Greet(GameServer server)
{
//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: " + server.TraitorManager.codeWords + ".";
moreAgentsMessage += "\nThe code response is: " + server.TraitorManager.codeResponse + ".\n";
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: " + server.TraitorManager.codeWords + "." +
"\nThe code response is: " + server.TraitorManager.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 CLIENT
if (server.Character == null)
{
new GUIMessageBox("New traitor", Character.Name + " is the traitor and the target is " + Character.Name+".");
}
else if (server.Character == Character)
{
TraitorManager.CreateStartPopUp(TargetCharacter.Name);
GameMain.NetworkMember.AddChatMessage(greetingMessage + "\n" + moreAgentsMessage, ChatMessageType.Server);
GameMain.NetworkMember.AddChatMessage("There might be other agents. Use these to communicate with them." +
"\nThe code words are: " + server.TraitorManager.codeWords + "." +
"\nThe code response is: " + server.TraitorManager.codeResponse + ".", ChatMessageType.MessageBox);
return;
}
#endif
}
}
partial class TraitorManager
{
private static string CodeWords = Path.Combine("Content", "CodeWords.txt");
private static string wordsTxt = Path.Combine("Content", "CodeWords.txt");
public List<Traitor> TraitorList
{
@@ -26,6 +74,8 @@ namespace Barotrauma
private List<Traitor> traitorList;
public string codeWords, codeResponse;
public TraitorManager(GameServer server, int TraitorCount)
{
if(TraitorCount < 1) //what why how
@@ -62,8 +112,8 @@ namespace Barotrauma
return;
}
string codeWords = ToolBox.GetRandomLine(CodeWords) + ", " + ToolBox.GetRandomLine(CodeWords);
string codeResponse = ToolBox.GetRandomLine(CodeWords) + ", " + ToolBox.GetRandomLine(CodeWords);
codeWords = ToolBox.GetRandomLine(wordsTxt) + ", " + ToolBox.GetRandomLine(wordsTxt);
codeResponse = ToolBox.GetRandomLine(wordsTxt) + ", " + ToolBox.GetRandomLine(wordsTxt);
traitorList = new List<Traitor>();
while (TraitorCount-- >= 0)
@@ -72,62 +122,26 @@ namespace Barotrauma
break;
int traitorIndex = Rand.Int(traitorCandidates.Count);
var traitorCharacter = traitorCandidates[traitorIndex];
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);
}
var targetCharacter = characters[targetIndex];
//Add them to the list
traitorList.Add(new Traitor(traitorCharacter, targetCharacter));
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 + ".";
if (server.Character != traitorCharacter)
{
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 == traitorCharacter);
GameMain.Server.SendChatMessage(chatMsg, client);
GameMain.Server.SendChatMessage(msgBox, client);
}
#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);
GameMain.NetworkMember.AddChatMessage(greetingMessage + "\n" + moreAgentsMessage, ChatMessageType.Server);
GameMain.NetworkMember.AddChatMessage("There might be other agents. Use these to communicate with them." +
"\nThe code words are: " + codeWords + "." +
"\nThe code response is: " + codeResponse + ".", ChatMessageType.MessageBox);
return;
}
#endif
Character targetCharacter = characters[targetIndex];
traitor.TargetCharacter = targetCharacter;
traitor.Greet(server);
}
}