Files
LuaCsForBarotraumaEP/Subsurface/Source/Events/Missions/CombatMission.cs

224 lines
6.7 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
{
private Submarine[] subs;
private List<Character>[] crews;
private int state = 0;
private int winner = -1;
private string[] descriptions;
private static string[] teamNames = { "Team A", "Team B" };
public override bool AllowRespawn
{
get { return false; }
}
public override string Description
{
get
{
if (GameMain.NetworkMember==null || GameMain.NetworkMember.Character==null)
{
//non-team-specific description
return descriptions[0];
}
//team specific
return descriptions[GameMain.NetworkMember.Character.TeamID];
}
}
public override string SuccessMessage
{
get
{
if (winner == -1) return "";
return successMessage
.Replace("[loser]", teamNames[1 - winner])
.Replace("[winner]", teamNames[winner]);
}
}
public CombatMission(XElement element, Location[] locations)
: base(element, locations)
{
descriptions = new string[]
{
ToolBox.GetAttributeString(element, "descriptionneutral", ""),
ToolBox.GetAttributeString(element, "description1", ""),
ToolBox.GetAttributeString(element, "description2", "")
};
for (int i = 0; i < descriptions.Length; i++)
{
for (int n = 0; n < 2; n++)
{
descriptions[i] = descriptions[i].Replace("[location" + (n + 1) + "]", locations[n].Name);
}
}
teamNames = new string[]
{
ToolBox.GetAttributeString(element, "teamname1", "Team A"),
ToolBox.GetAttributeString(element, "teamname2", "Team B")
};
}
public static string GetTeamName(int teamID)
{
//team IDs start from 1, while teamName array starts from 0
teamID--;
if (teamID < 0 || teamID >= teamNames.Length)
{
return "Team " + teamID;
}
return teamNames[teamID];
}
public override bool AssignTeamIDs(List<Client> clients, out int hostTeam)
{
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;
}
}
if (halfPlayers * 2 == randList.Count)
{
hostTeam = Rand.Range(1, 2);
}
else if (halfPlayers * 2 < randList.Count)
{
hostTeam = 1;
}
else
{
hostTeam = 2;
}
return true;
}
public override void Start(Level level)
{
if (GameMain.NetworkMember == null)
{
DebugConsole.ThrowError("Combat missions cannot be played in the single player mode.");
return;
}
subs = new Submarine[] { Submarine.MainSubs[0], Submarine.MainSubs[1] };
subs[1].SetPosition(Level.Loaded.EndPosition - new Vector2(0.0f, 2000.0f));
subs[1].FlipX();
crews = new List<Character>[] { new List<Character>(), new List<Character>() };
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 (crews[0].Count == 0 && crews[1].Count == 0)
{
foreach (Character character in Character.CharacterList)
{
if (character.TeamID == 1)
{
crews[0].Add(character);
}
else if (character.TeamID == 2)
{
crews[1].Add(character);
}
}
}
bool[] teamDead =
{
crews[0].All(c => c.IsDead || c.IsUnconscious),
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(CauseOfDeath.Damage); });
winner = i;
ShowMessage(i);
state = 1;
break;
}
}
}
else
{
if (winner>=0 && subs[winner] != null &&
(winner == 0 && subs[winner].AtStartPosition) || (winner == 1 && subs[winner].AtEndPosition) &&
crews[winner].Any(c => !c.IsDead && c.Submarine == subs[winner]))
{
GameMain.GameSession.CrewManager.WinningTeam = winner+1;
if (GameMain.Server != null) GameMain.Server.EndGame();
}
}
if (teamDead[0] && teamDead[1])
{
GameMain.GameSession.CrewManager.WinningTeam = 0;
winner = -1;
if (GameMain.Server != null) GameMain.Server.EndGame();
}
}
public override void End()
{
if (GameMain.NetworkMember == null) return;
if (winner > -1)
{
GiveReward();
completed = true;
}
}
}
}