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using Sandbox;
using Sandbox.UI;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Http.Headers;
namespace MurderGame;
public class AssignPhase : BasePhase
{
public override string Title => "Assigning teams";
public int TicksElapsed;
private List<string> NatoNames = new()
{
"Alpha",
"Bravo",
"Charlie",
"Delta",
"Echo",
"Foxtrot",
"Golf",
"Hotel",
"India",
"Juliet",
"Kilo",
"Lima",
"Mike",
"November",
"Oscar",
"Papa",
"Quebec",
"Romeo",
"Sierra",
"Tango",
"Uniform",
"Victor",
"Whiskey",
"X-Ray",
"Yankee",
"Zulu"
};
private List<string> HexColours = new()
{
"#0074D9", // blue
"#7FDBFF", // aqua
"#39CCCC", // teal
"#F012BE", // fuchsia
"#FF4136", // red
"#FF851B", // orange
"#FFDC00", // yellow
"#3D9970", // olive
"#2ECC40", // lime
"#01FF70" // green
};
public override void Activate()
{
// cleanup -- start
foreach (var entity in Entity.All.OfType<DroppedWeapon>())
{
entity.Delete();
}
// cleanup -- end
var detectivesNeeded = 1;
var murderersNeeded = 1;
Random random = new();
var spawnPoints = Entity.All.OfType<SpawnPoint>().OrderBy( _ => random.Next() ).ToList();
var clients = Game.Clients.ToList().OrderBy( _ => random.Next() );
var natoNamesRemaining = new List<string>(NatoNames.OrderBy( _ => random.Next() ));
var coloursRemaining = new List<string>(HexColours.OrderBy( _ => random.Next() ));
foreach ( var client in clients )
{
if (client.Pawn != null)
{
((Player) client.Pawn).Cleanup();
client.Pawn.Delete();
}
Player pawn = new();
client.Pawn = pawn;
if (spawnPoints.Count == 0)
{
ChatBox.Say( "Could not spawn " + client.Name + " as there are not enough spawn points." );
pawn.Team = Team.Spectator;
continue;
}
pawn.DressFromClient( client );
// re-use names and colours if needed
if (natoNamesRemaining.Count == 0)
{
natoNamesRemaining = new List<string>(NatoNames);
}
if (coloursRemaining.Count == 0)
{
coloursRemaining = new List<string>(HexColours);
}
// assign team
if (murderersNeeded > 0)
{
pawn.Team = Team.Murderer;
--murderersNeeded;
}
else if (detectivesNeeded > 0)
{
pawn.Team = Team.Detective;
--detectivesNeeded;
}
else
{
pawn.Team = Team.Bystander;
}
Log.Info( "Assigning " + client.Name + " to team " + pawn.GetTeamName() );
// position pawn
var spawnPoint = spawnPoints[0];
spawnPoints.RemoveAt( 0 );
var tx = spawnPoint.Transform;
tx.Position += Vector3.Up * 10.0f;
pawn.Transform = tx;
// assign nato name
var natoName = natoNamesRemaining[0];
natoNamesRemaining.RemoveAt( 0 );
pawn.CharacterName = natoName;
// assign nato name
var hexColour = coloursRemaining[0];
coloursRemaining.RemoveAt( 0 );
pawn.HexColor = hexColour;
RoleOverlay.Show( To.Single( client ) );
}
base.TimeLeft = 5;
}
public override void Deactivate()
{
foreach (var client in Game.Clients)
{
RoleOverlay.Hide( To.Single( client ) );
}
}
public override void Tick()
{
++TicksElapsed;
if ( TimeLeft == -1 || TicksElapsed % Game.TickRate != 0 || --base.TimeLeft != 0 )
{
return;
}
IsFinished = true;
NextPhase = new PlayPhase();
}
}
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