using System; using System.Linq; using Barotrauma.Networking; namespace Barotrauma { class TraitorManager { private Character traitorCharacter, targetCharacter; public TraitorManager(GameServer server) { server.NewTraitor(out traitorCharacter, out targetCharacter); } public string GetEndMessage() { if (GameMain.Server == null || traitorCharacter == null || targetCharacter == null) return ""; if (targetCharacter == null || targetCharacter.IsDead) { string 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."; //End(endMessage); } else if (traitorCharacter == null || traitorCharacter.IsDead) { string 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."; return endMessage; } else if (Submarine.Loaded.AtEndPosition) { string endMessage = traitorCharacter.Name + " was a traitor! "; endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her"; endMessage += " task was to assassinate " + targetCharacter.Name + ". "; endMessage += "The task was unsuccessful - the has submarine reached its destination."; return endMessage; } return ""; } //public void CharacterLeft(Character character) //{ // if (character != traitorCharacter && character != targetCharacter) return; // if (character == traitorCharacter) // { // string endMessage = "The traitor has disconnected from the server."; // End(endMessage); // } // else if (character == targetCharacter) // { // string endMessage = "The traitor's target has disconnected from the server."; // End(endMessage); // } //} } }