223 lines
9.0 KiB
C#
223 lines
9.0 KiB
C#
using Barotrauma.Networking;
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using System.Collections.Generic;
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using System.IO;
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namespace Barotrauma
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{
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partial class Traitor
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{
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public readonly Character Character;
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public Character TargetCharacter; //TODO: make a modular objective system (similar to crew missions) that allows for things OTHER than assasinations.
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public Traitor(Character character)
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{
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Character = character;
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}
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public void Greet(GameServer server, string codeWords, string codeResponse)
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{
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//Greeting messages TODO: Move this to a function in Traitor class
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string greetingMessage = "You are the Traitor! Your secret task is to assassinate " + TargetCharacter.Name + "! Discretion is an utmost concern; sinking the submarine and killing the entire crew "
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+ "will arouse suspicion amongst the Fleet. If possible, make the death look like an accident.";
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string moreAgentsMessage = "It is possible that there are other agents on this submarine. You don't know their names, but you do have a method of communication. "
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+ "Use the code words to greet the agent and code response to respond. Disguise such words in a normal-looking phrase so the crew doesn't suspect anything.";
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moreAgentsMessage += "\nThe code words are: " + codeWords + ".";
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moreAgentsMessage += "\nThe code response is: " + codeResponse + ".\n";
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if (server.Character != Character)
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{
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var chatMsg = ChatMessage.Create(
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null,
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greetingMessage + "\n" + moreAgentsMessage,
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(ChatMessageType)ChatMessageType.Server,
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null);
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var msgBox = ChatMessage.Create(
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null,
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"There might be other agents. Use these to communicate with them." +
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"\nThe code words are: " + codeWords + "." +
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"\nThe code response is: " + codeResponse + ".",
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(ChatMessageType)ChatMessageType.MessageBox,
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null);
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Client client = server.ConnectedClients.Find(c => c.Character == Character);
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GameMain.Server.SendChatMessage(chatMsg, client);
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GameMain.Server.SendChatMessage(msgBox, client);
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}
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#if CLIENT
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if (server.Character == null)
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{
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new GUIMessageBox("New traitor", Character.Name + " is the traitor and the target is " + TargetCharacter.Name+".");
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}
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else if (server.Character == Character)
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{
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TraitorManager.CreateStartPopUp(TargetCharacter.Name);
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GameMain.NetworkMember.AddChatMessage(moreAgentsMessage, ChatMessageType.Server);
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return;
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}
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#endif
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}
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}
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partial class TraitorManager
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{
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private static string wordsTxt = Path.Combine("Content", "CodeWords.txt");
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public List<Traitor> TraitorList
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{
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get { return traitorList; }
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}
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private List<Traitor> traitorList = new List<Traitor>();
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public string codeWords, codeResponse;
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public TraitorManager(GameServer server, int traitorCount)
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{
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if (traitorCount < 1) //what why how
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{
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traitorCount = 1;
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DebugConsole.ThrowError("Traitor Manager: TraitorCount somehow ended up less than 1, setting it to 1.");
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}
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Start(server, traitorCount);
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}
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private void Start(GameServer server, int traitorCount)
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{
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if (server == null) return;
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List<Character> characters = new List<Character>(); //ANYONE can be a target.
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List<Character> traitorCandidates = new List<Character>(); //Keep this to not re-pick traitors twice
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foreach (Client client in server.ConnectedClients)
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{
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if (client.Character != null)
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{
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characters.Add(client.Character);
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traitorCandidates.Add(client.Character);
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}
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}
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if (server.Character != null)
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{
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characters.Add(server.Character); //Add host character
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traitorCandidates.Add(server.Character);
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}
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if (characters.Count < 2)
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{
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return;
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}
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codeWords = ToolBox.GetRandomLine(wordsTxt) + ", " + ToolBox.GetRandomLine(wordsTxt);
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codeResponse = ToolBox.GetRandomLine(wordsTxt) + ", " + ToolBox.GetRandomLine(wordsTxt);
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while (traitorCount-- >= 0)
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{
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if (traitorCandidates.Count <= 0)
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break;
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int traitorIndex = Rand.Int(traitorCandidates.Count);
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Character traitorCharacter = traitorCandidates[traitorIndex];
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traitorCandidates.Remove(traitorCharacter);
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//Add them to the list
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traitorList.Add(new Traitor(traitorCharacter));
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}
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//Now that traitors have been decided, let's do objectives in post for deciding things like Document Exchange.
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foreach (Traitor traitor in traitorList)
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{
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Character traitorCharacter = traitor.Character;
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int targetIndex = Rand.Int(characters.Count);
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while (characters[targetIndex] == traitorCharacter) //Cannot target self
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{
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targetIndex = Rand.Int(characters.Count);
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}
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Character targetCharacter = characters[targetIndex];
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traitor.TargetCharacter = targetCharacter;
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traitor.Greet(server, codeWords, codeResponse);
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}
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}
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public string GetEndMessage()
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{
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if (GameMain.Server == null || traitorList.Count <= 0) return "";
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string endMessage = "";
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foreach (Traitor traitor in traitorList)
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{
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Character traitorCharacter = traitor.Character;
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Character targetCharacter = traitor.TargetCharacter;
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endMessage += traitorCharacter.Name + " was a traitor! ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "His" : "Her";
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endMessage += " task was to assassinate " + targetCharacter.Name;
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if (targetCharacter.IsDead) //Partial or complete mission success
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{
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endMessage += ". The task was successful";
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if (traitorCharacter.IsDead)
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{
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endMessage += ", but luckily the bastard didn't make it out alive either.";
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}
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else if (traitorCharacter.LockHands)
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{
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endMessage += ", but ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
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endMessage += " was successfuly detained.";
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}
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else
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endMessage += ".";
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}
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else //Partial or complete failure
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{
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if (traitorCharacter.IsDead)
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{
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endMessage += ", but ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
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endMessage += " got " + ((traitorCharacter.Info.Gender == Gender.Male) ? "himself" : "herself");
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endMessage += " killed before completing it.";
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}
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else
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{
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endMessage += ". The task was unsuccessful";
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if (traitorCharacter.LockHands)
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{
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endMessage += " - ";
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endMessage += (traitorCharacter.Info.Gender == Gender.Male) ? "he" : "she";
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endMessage += " was successfuly detained";
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}
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if (Submarine.MainSub.AtEndPosition)
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{
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endMessage += (traitorCharacter.LockHands ? " and " : " - ");
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endMessage += "the submarine has reached its destination";
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}
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endMessage += ".";
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}
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}
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endMessage += "\n";
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}
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return endMessage;
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}
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//public void CharacterLeft(Character character)
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//{
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// if (character != traitorCharacter && character != targetCharacter) return;
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// if (character == traitorCharacter)
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// {
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// string endMessage = "The traitor has disconnected from the server.";
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// End(endMessage);
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// }
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// else if (character == targetCharacter)
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// {
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// string endMessage = "The traitor's target has disconnected from the server.";
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// End(endMessage);
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// }
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//}
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}
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}
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