Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/GameSession/GameModes/TraitorManager.cs

190 lines
7.2 KiB
C#

using Barotrauma.Networking;
using System.Collections.Generic;
using System.IO;
namespace Barotrauma
{
partial class Traitor
{
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)
{
Character = character;
}
public void Greet(GameServer server, string codeWords, string codeResponse)
{
string greetingMessage = TextManager.Get("TraitorStartMessage").Replace("[targetname]", TargetCharacter.Name);
string moreAgentsMessage = TextManager.Get("TraitorMoreAgentsMessage")
.Replace("[codewords]", codeWords)
.Replace("[coderesponse]", codeResponse);
if (server.Character != Character)
{
var greetingChatMsg = ChatMessage.Create(null, greetingMessage, ChatMessageType.Server, null);
var moreAgentsChatMsg = ChatMessage.Create(null, moreAgentsMessage, ChatMessageType.Server, null);
var greetingMsgBox = ChatMessage.Create(null, greetingMessage, ChatMessageType.MessageBox, null);
var moreAgentsMsgBox = ChatMessage.Create(null, moreAgentsMessage, ChatMessageType.MessageBox, null);
Client client = server.ConnectedClients.Find(c => c.Character == Character);
GameMain.Server.SendChatMessage(greetingChatMsg, client);
GameMain.Server.SendChatMessage(moreAgentsChatMsg, client);
GameMain.Server.SendChatMessage(greetingMsgBox, client);
GameMain.Server.SendChatMessage(moreAgentsMsgBox, client);
}
#if CLIENT
if (server.Character == null)
{
new GUIMessageBox(
TextManager.Get("NewTraitor"),
TextManager.Get("TraitorStartMessageServer").Replace("[targetname]", TargetCharacter.Name).Replace("[traitorname]", Character.Name));
}
else if (server.Character == Character)
{
new GUIMessageBox("", greetingMessage);
new GUIMessageBox("", moreAgentsMessage);
GameMain.NetworkMember.AddChatMessage(greetingMessage, ChatMessageType.Server);
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 || traitorList.Count <= 0) return "";
string endMessage = "";
foreach (Traitor traitor in traitorList)
{
Character traitorCharacter = traitor.Character;
Character targetCharacter = traitor.TargetCharacter;
string messageTag;
if (targetCharacter.IsDead) //Partial or complete mission success
{
if (traitorCharacter.IsDead)
{
messageTag = "TraitorEndMessageSuccessTraitorDead";
}
else if (traitorCharacter.LockHands)
{
messageTag = "TraitorEndMessageSuccessTraitorDetained";
}
else
messageTag = "TraitorEndMessageSuccess";
}
else //Partial or complete failure
{
if (traitorCharacter.IsDead)
{
messageTag = "TraitorEndMessageFailureTraitorDead";
}
else if (traitorCharacter.LockHands)
{
messageTag = "TraitorEndMessageFailureTraitorDetained";
}
else
{
messageTag = "TraitorEndMessageFailure";
}
}
endMessage += (TextManager.ReplaceGenderPronouns(TextManager.Get(messageTag), traitorCharacter.Info.Gender) + "\n")
.Replace("[traitorname]", traitorCharacter.Name)
.Replace("[targetname]", targetCharacter.Name);
}
return endMessage;
}
}
}