- separate listboxes for both teams in the crew menu

- fixed host getting team ID 0
- fixed clients not spawning if their ID is 0 (= if playing a non-combat mission before IDs have been assigned)
- fixed host's character taking part in the job assignment of both teams
This commit is contained in:
Regalis
2016-10-05 20:15:39 +03:00
parent 41c38575b9
commit fb28fc8cda
4 changed files with 93 additions and 76 deletions

View File

@@ -907,12 +907,13 @@ namespace Barotrauma.Networking
if (AllowRespawn) respawnManager = new RespawnManager(this, selectedShuttle);
for (int j = 1; j <= teamCount; j++)
for (int teamID = 1; teamID <= teamCount; teamID++)
{
List<Client> teamClients = connectedClients.FindAll(c => c.TeamID == j);
if (!teamClients.Any() && j!=1) continue;
List<Client> teamClients = teamCount == 1 ? connectedClients : connectedClients.FindAll(c => c.TeamID == teamID);
AssignJobs(teamClients);
if (!teamClients.Any() && teamID > 1) continue;
AssignJobs(teamClients, teamID==1);
List<CharacterInfo> characterInfos = new List<CharacterInfo>();
@@ -929,13 +930,14 @@ namespace Barotrauma.Networking
client.characterInfo.Job = new Job(client.assignedJob);
}
if (characterInfo != null && j == 1)
//host's character
if (characterInfo != null && teamID == 1)
{
characterInfo.Job = new Job(GameMain.NetLobbyScreen.JobPreferences[0]);
characterInfos.Add(characterInfo);
}
WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[j - 1]);
WayPoint[] assignedWayPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, Submarine.MainSubs[teamID - 1]);
for (int i = 0; i < teamClients.Count; i++)
{
@@ -945,17 +947,17 @@ namespace Barotrauma.Networking
GameMain.GameSession.CrewManager.characters.Add(teamClients[i].Character);
teamClients[i].Character.TeamID = teamClients[i].TeamID;
teamClients[i].Character.TeamID = (byte)teamID;
}
//host plays in team 1
if (characterInfo != null && j == 1)
if (characterInfo != null && teamID == 1)
{
myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
Character.Controlled = myCharacter;
myCharacter = Character.Create(characterInfo, assignedWayPoints[assignedWayPoints.Length - 1].WorldPosition, false, false);
myCharacter.GiveJobItems(assignedWayPoints[assignedWayPoints.Length - 1]);
myCharacter.TeamID = (byte)teamID;
Character.Controlled = myCharacter;
GameMain.GameSession.CrewManager.characters.Add(myCharacter);
}
}
@@ -1781,13 +1783,13 @@ namespace Barotrauma.Networking
SendMessage(message, NetDeliveryMethod.ReliableOrdered, recipients);
}
public void AssignJobs(List<Client> unassigned)
public void AssignJobs(List<Client> unassigned, bool assignHost)
{
unassigned = new List<Client>(unassigned);
int[] assignedClientCount = new int[JobPrefab.List.Count];
if (characterInfo!=null)
if (characterInfo!=null && assignHost)
{
assignedClientCount[JobPrefab.List.FindIndex(jp => jp == GameMain.NetLobbyScreen.JobPreferences[0])]=1;
}

View File

@@ -392,12 +392,12 @@ namespace Barotrauma.Networking
var clients = GetClientsToRespawn();
server.AssignJobs(clients);
clients.ForEach(c => c.characterInfo.Job = new Job(c.assignedJob));
List<CharacterInfo> characterInfos = clients.Select(c => c.characterInfo).ToList();
if (server.Character != null && server.Character.IsDead) characterInfos.Add(server.CharacterInfo);
server.AssignJobs(clients, server.Character != null && server.Character.IsDead);
clients.ForEach(c => c.characterInfo.Job = new Job(c.assignedJob));
//the spawnpoints where the characters will spawn
var shuttleSpawnPoints = WayPoint.SelectCrewSpawnPoints(characterInfos, respawnShuttle);
//the spawnpoints where they would spawn if they were spawned inside the main sub