Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaServer/ServerSource/Events/Missions/CombatMission.cs
Juan Pablo Arce 3f2c843247 Unstable v0.19.3.0
2022-09-02 15:10:56 -03:00

98 lines
3.1 KiB
C#

using System.Collections.Generic;
using System.Linq;
namespace Barotrauma
{
partial class CombatMission
{
const float RoundEndDuration = 5.0f;
private readonly bool[] teamDead = new bool[2];
private List<Character>[] crews;
private bool initialized = false;
private float roundEndTimer;
public override LocalizedString Description
{
get
{
if (descriptions == null) { return ""; }
//non-team-specific description
return descriptions[0];
}
}
protected override void UpdateMissionSpecific(float deltaTime)
{
if (!initialized)
{
crews[0].Clear();
crews[1].Clear();
foreach (Character character in Character.CharacterList)
{
if (character.TeamID == CharacterTeamType.Team1)
{
crews[0].Add(character);
}
else if (character.TeamID == CharacterTeamType.Team2)
{
crews[1].Add(character);
}
}
initialized = true;
}
if (crews[0].Count == 0 || crews[1].Count == 0)
{
//if there are no characters in either crew, end the round
teamDead[0] = teamDead[1] = true;
state = 1;
}
else
{
teamDead[0] = crews[0].All(c => c.IsDead || c.IsIncapacitated);
teamDead[1] = crews[1].All(c => c.IsDead || c.IsIncapacitated);
if (teamDead[0] && teamDead[1]) { state = 1; }
}
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 ? CharacterTeamType.Team1 : CharacterTeamType.Team2;
//state 1 = team 1 won, 2 = team 2 won
State = i + 1;
break;
}
}
}
else
{
roundEndTimer -= deltaTime;
if (roundEndTimer > 0.0f) { return; }
if (teamDead[0] && teamDead[1])
{
GameMain.GameSession.WinningTeam = CharacterTeamType.None;
if (GameMain.Server != null) { GameMain.Server.EndGame(); }
}
else if (GameMain.GameSession.WinningTeam != CharacterTeamType.None)
{
GameMain.Server.EndGame();
}
}
}
}
}