Files
LuaCsForBarotraumaEP/Subsurface/Source/Events/Missions/CombatMission.cs
2016-10-01 16:41:16 -03:00

188 lines
6.0 KiB
C#

using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using System;
using System.Linq;
using System.Collections.Generic;
using System.Xml.Linq;
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>();
int state = 0;
string winner, loser;
public override string SuccessMessage
{
get { return successMessage.Replace("[loser]",loser).Replace("[winner]",winner); }
}
public CombatMission(XElement element)
: base(element)
{
}
public override bool AssignTeamIDs(List<Client> clients)
{
List<Client> randList = new List<Client>(clients);
for (int i = 0; i < randList.Count; i++)
{
Client a = randList[i];
int oi = Rand.Range(0, randList.Count - 1);
Client b = randList[oi];
randList[i] = b;
randList[oi] = a;
}
int halfPlayers = randList.Count / 2;
for (int i = 0; i < randList.Count; i++)
{
if (i < halfPlayers)
{
randList[i].TeamID = 1;
}
else
{
randList[i].TeamID = 2;
}
}
return true;
}
public override void Start(Level level)
{
if (GameMain.Server != null)
{
GameMain.Server.AllowRespawn = false;
}
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();
foreach (Submarine submarine in Submarine.Loaded)
{
//hide all subs from radar to make sneak attacks possible
submarine.OnRadar = false;
}
}
public override void Update(float deltaTime)
{
if (TeamACrew.Count == 0 && TeamBCrew.Count == 0)
{
if (GameMain.Server != null)
{
GameMain.Server.AllowRespawn = false;
}
foreach (Character character in Character.CharacterList)
{
if (character.TeamID == 1)
{
TeamACrew.Add(character);
}
else if (character.TeamID == 2)
{
TeamBCrew.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 (ADead && !BDead)
{
//team B wins!
GameMain.GameSession.CrewManager.WinningTeam = 2;
if (GameMain.Server!=null) GameMain.Server.EndGame();
}
}
if ((TeamASub != null && TeamASub.AtStartPosition && TeamACrew.Any(c => c.Submarine == TeamASub)) || (TeamBSub != null && TeamBSub.AtStartPosition && TeamACrew.Any(c => c.Submarine == TeamBSub)))
{
if (BDead && !ADead)
{
//team A wins!
GameMain.GameSession.CrewManager.WinningTeam = 1;
if (GameMain.Server != null) GameMain.Server.EndGame();
}
}
}
public override void End()
{
bool ADead = TeamACrew.All(c => c.IsDead || c.IsUnconscious);
bool BDead = TeamBCrew.All(c => c.IsDead || c.IsUnconscious);
if (BDead && !ADead)
{
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;
}
}
}
}
}