Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/Source/Events/Missions/CombatMission.cs
T
Joonas Rikkonen 044fd3344b 2f107db...5202af9
2019-03-18 21:42:26 +02:00

104 lines
3.2 KiB
C#

using Barotrauma.Networking;
using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
partial class CombatMission
{
private bool[] teamDead = new bool[2];
public override string Description
{
get
{
if (descriptions == null) return "";
//non-team-specific description
return descriptions[0];
}
}
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 = Character.TeamType.Team1;
}
else
{
randList[i].TeamID = Character.TeamType.Team2;
}
}
return true;
}
public override void Update(float deltaTime)
{
if (!initialized)
{
crews[0].Clear();
crews[1].Clear();
foreach (Character character in Character.CharacterList)
{
if (character.TeamID == Character.TeamType.Team1)
{
crews[0].Add(character);
}
else if (character.TeamID == Character.TeamType.Team2)
{
crews[1].Add(character);
}
}
initialized = true;
}
teamDead[0] = crews[0].All(c => c.IsDead || c.IsUnconscious);
teamDead[1] = crews[1].All(c => c.IsDead || c.IsUnconscious);
if (state == 0)
{
for (int i = 0; i < teamDead.Length; i++)
{
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(CauseOfDeathType.Unknown, null); });
GameMain.GameSession.WinningTeam = i == 0 ? Character.TeamType.Team1 : Character.TeamType.Team2;
state = 1;
break;
}
}
}
else
{
if (teamDead[0] && teamDead[1])
{
GameMain.GameSession.WinningTeam = Character.TeamType.None;
if (GameMain.Server != null) GameMain.Server.EndGame();
}
else if (GameMain.GameSession.WinningTeam != Character.TeamType.None)
{
GameMain.Server.EndGame();
}
}
}
}
}