Refactored CombatMission a bit

This commit is contained in:
Regalis
2016-10-06 16:33:43 +03:00
parent 5e88d91cb8
commit f1762cc6c7

View File

@@ -9,26 +9,30 @@ namespace Barotrauma
{
class CombatMission : Mission
{
public Submarine TeamASub = null;
public List<Character> TeamACrew = new List<Character>();
public Submarine TeamBSub = null;
public List<Character> TeamBCrew = new List<Character>();
private Submarine[] subs;
private List<Character>[] crews;
int state = 0;
string winner, loser;
private int state = 0;
private int winner = -1;
public override string SuccessMessage
{
get { return successMessage.Replace("[loser]",loser).Replace("[winner]",winner); }
get
{
if (winner == -1) return "";
return successMessage
.Replace("[loser]", Locations[1 - winner]
.Replace("[winner]", Locations[winner]));
}
}
public CombatMission(XElement element)
: base(element)
{
}
public override bool AssignTeamIDs(List<Client> clients,out int hostTeam)
public override bool AssignTeamIDs(List<Client> clients, out int hostTeam)
{
List<Client> randList = new List<Client>(clients);
for (int i = 0; i < randList.Count; i++)
@@ -51,11 +55,11 @@ namespace Barotrauma
randList[i].TeamID = 2;
}
}
if (halfPlayers*2==randList.Count)
if (halfPlayers * 2 == randList.Count)
{
hostTeam = Rand.Range(1, 2);
}
else if (halfPlayers*2<randList.Count)
else if (halfPlayers * 2 < randList.Count)
{
hostTeam = 1;
}
@@ -82,10 +86,12 @@ namespace Barotrauma
Items.Components.Radar.StartMarker = Locations[0];
Items.Components.Radar.EndMarker = Locations[1];
TeamASub = Submarine.MainSubs[0];
TeamBSub = Submarine.MainSubs[1];
TeamBSub.SetPosition(Level.Loaded.EndPosition - new Vector2(0.0f, 2000.0f));
TeamBSub.FlipX();
subs = new Submarine[] { Submarine.MainSubs[0], Submarine.MainSubs[1] };
subs[1].SetPosition(Level.Loaded.EndPosition - new Vector2(0.0f, 2000.0f));
subs[1].FlipX();
crews = new List<Character>[] { new List<Character>(), new List<Character>() };
foreach (Submarine submarine in Submarine.Loaded)
{
@@ -96,7 +102,7 @@ namespace Barotrauma
public override void Update(float deltaTime)
{
if (TeamACrew.Count == 0 && TeamBCrew.Count == 0)
if (crews[0].Count == 0 && crews[1].Count == 0)
{
if (GameMain.Server != null)
{
@@ -107,57 +113,45 @@ namespace Barotrauma
{
if (character.TeamID == 1)
{
TeamACrew.Add(character);
crews[0].Add(character);
}
else if (character.TeamID == 2)
{
TeamBCrew.Add(character);
crews[1].Add(character);
}
}
}
bool ADead = TeamACrew.All(c => c.IsDead || c.IsUnconscious);
bool BDead = TeamBCrew.All(c => c.IsDead || c.IsUnconscious);
if (BDead && !ADead)
{
TeamBCrew.ForEach(c => { if (!c.IsDead) c.Kill(CauseOfDeath.Damage); }); //make sure nobody in this team can be revived because that would be pretty weird
winner = Locations[0];
loser = Locations[1];
if (state==0)
{
ShowMessage(1);
state = 1;
}
}
if (ADead && !BDead)
{
TeamACrew.ForEach(c => { if (!c.IsDead) c.Kill(CauseOfDeath.Damage); }); //same as above
winner = Locations[1];
loser = Locations[0];
if (state == 0)
{
ShowMessage(0);
state = 1;
}
}
if ((TeamBSub != null && TeamBSub.AtEndPosition && TeamBCrew.Any(c => c.Submarine == TeamBSub)) || (TeamASub != null && TeamASub.AtEndPosition && TeamBCrew.Any(c => c.Submarine == TeamASub)))
if (state == 0)
{
if (ADead && !BDead)
bool[] teamDead =
{
crews[0].All(c => c.IsDead || c.IsUnconscious),
crews[1].All(c => c.IsDead || c.IsUnconscious)
};
for (int i = 0; i < teamDead.Length; i++)
{
//team B wins!
GameMain.GameSession.CrewManager.WinningTeam = 2;
if (GameMain.Server!=null) GameMain.Server.EndGame();
if (!teamDead[i] && teamDead[1-i])
{
//make sure nobody in the other team can be revived because that would be pretty weird
crews[1-i].ForEach(c => { if (!c.IsDead) c.Kill(CauseOfDeath.Damage); });
winner = i;
ShowMessage(i);
state = 1;
break;
}
}
}
if ((TeamASub != null && TeamASub.AtStartPosition && TeamACrew.Any(c => c.Submarine == TeamASub)) || (TeamBSub != null && TeamBSub.AtStartPosition && TeamACrew.Any(c => c.Submarine == TeamBSub)))
else
{
if (BDead && !ADead)
if (subs[winner] != null &&
(winner == 0 && subs[winner].AtStartPosition) || (winner == 1 && subs[winner].AtEndPosition) &&
crews[winner].Any(c => !c.IsDead && c.Submarine == subs[winner]))
{
//team A wins!
GameMain.GameSession.CrewManager.WinningTeam = 1;
GameMain.GameSession.CrewManager.WinningTeam = winner+1;
if (GameMain.Server != null) GameMain.Server.EndGame();
}
}
@@ -165,42 +159,12 @@ namespace Barotrauma
public override void End()
{
if (GameMain.NetworkMember==null) return;
bool ADead = TeamACrew.All(c => c.IsDead || c.IsUnconscious);
bool BDead = TeamBCrew.All(c => c.IsDead || c.IsUnconscious);
if (BDead && !ADead)
if (GameMain.NetworkMember == null) return;
if (winner > -1)
{
winner = Locations[0];
loser = Locations[1];
}
if (ADead && !BDead)
{
winner = Locations[1];
loser = Locations[0];
}
if ((TeamBSub != null && TeamBSub.AtEndPosition) || (TeamASub != null && TeamASub.AtEndPosition))
{
if (ADead && !BDead)
{
//team B wins!
GiveReward();
completed = true;
}
}
if ((TeamASub != null && TeamASub.AtStartPosition) || (TeamBSub != null && TeamBSub.AtStartPosition))
{
if (BDead && !ADead)
{
//team A wins!
GiveReward();
completed = true;
}
GiveReward();
completed = true;
}
}
}