172 lines
5.1 KiB
C#
172 lines
5.1 KiB
C#
using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using System.Xml.Linq;
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namespace Barotrauma
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{
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class CombatMission : Mission
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{
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private Submarine[] subs;
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private List<Character>[] crews;
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private int state = 0;
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private int winner = -1;
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public override string SuccessMessage
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{
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get
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{
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if (winner == -1) return "";
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return successMessage
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.Replace("[loser]", Locations[1 - winner]
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.Replace("[winner]", Locations[winner]));
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}
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}
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public CombatMission(XElement element)
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: base(element)
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{
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}
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public override bool AssignTeamIDs(List<Client> clients, out int hostTeam)
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{
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List<Client> randList = new List<Client>(clients);
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for (int i = 0; i < randList.Count; i++)
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{
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Client a = randList[i];
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int oi = Rand.Range(0, randList.Count - 1);
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Client b = randList[oi];
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randList[i] = b;
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randList[oi] = a;
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}
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int halfPlayers = randList.Count / 2;
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for (int i = 0; i < randList.Count; i++)
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{
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if (i < halfPlayers)
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{
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randList[i].TeamID = 1;
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}
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else
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{
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randList[i].TeamID = 2;
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}
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}
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if (halfPlayers * 2 == randList.Count)
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{
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hostTeam = Rand.Range(1, 2);
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}
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else if (halfPlayers * 2 < randList.Count)
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{
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hostTeam = 1;
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}
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else
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{
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hostTeam = 2;
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}
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return true;
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}
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public override void Start(Level level)
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{
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if (GameMain.Server != null)
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{
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GameMain.Server.AllowRespawn = false;
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}
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if (GameMain.NetworkMember == null)
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{
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DebugConsole.ThrowError("Combat missions cannot be played in the single player mode.");
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return;
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}
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Items.Components.Radar.StartMarker = Locations[0];
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Items.Components.Radar.EndMarker = Locations[1];
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subs = new Submarine[] { Submarine.MainSubs[0], Submarine.MainSubs[1] };
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subs[1].SetPosition(Level.Loaded.EndPosition - new Vector2(0.0f, 2000.0f));
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subs[1].FlipX();
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crews = new List<Character>[] { new List<Character>(), new List<Character>() };
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foreach (Submarine submarine in Submarine.Loaded)
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{
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//hide all subs from radar to make sneak attacks possible
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submarine.OnRadar = false;
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}
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}
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public override void Update(float deltaTime)
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{
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if (crews[0].Count == 0 && crews[1].Count == 0)
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{
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if (GameMain.Server != null)
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{
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GameMain.Server.AllowRespawn = false;
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}
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foreach (Character character in Character.CharacterList)
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{
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if (character.TeamID == 1)
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{
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crews[0].Add(character);
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}
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else if (character.TeamID == 2)
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{
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crews[1].Add(character);
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}
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}
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}
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if (state == 0)
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{
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bool[] teamDead =
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{
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crews[0].All(c => c.IsDead || c.IsUnconscious),
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crews[1].All(c => c.IsDead || c.IsUnconscious)
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};
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for (int i = 0; i < teamDead.Length; i++)
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{
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if (!teamDead[i] && teamDead[1-i])
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{
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//make sure nobody in the other team can be revived because that would be pretty weird
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crews[1-i].ForEach(c => { if (!c.IsDead) c.Kill(CauseOfDeath.Damage); });
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winner = i;
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ShowMessage(i);
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state = 1;
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break;
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}
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}
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}
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else
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{
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if (subs[winner] != null &&
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(winner == 0 && subs[winner].AtStartPosition) || (winner == 1 && subs[winner].AtEndPosition) &&
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crews[winner].Any(c => !c.IsDead && c.Submarine == subs[winner]))
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{
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GameMain.GameSession.CrewManager.WinningTeam = winner+1;
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if (GameMain.Server != null) GameMain.Server.EndGame();
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}
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}
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}
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public override void End()
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{
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if (GameMain.NetworkMember == null) return;
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if (winner > -1)
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{
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GiveReward();
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completed = true;
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}
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}
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}
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}
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