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Fix Vampire endgame #248

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52 changes: 14 additions & 38 deletions source/Patches/Roles/Vampire.cs
Original file line number Diff line number Diff line change
Expand Up @@ -35,44 +35,20 @@ public float BiteTimer()
internal override bool NeutralWin(LogicGameFlowNormal __instance)
{
if (Player.Data.IsDead || Player.Data.Disconnected) return true;

if (PlayerControl.AllPlayerControls.ToArray().Count(x => !x.Data.IsDead && !x.Data.Disconnected) <= 2 &&
PlayerControl.AllPlayerControls.ToArray().Count(x => !x.Data.IsDead && !x.Data.Disconnected &&
(x.Data.IsImpostor() || x.Is(Faction.NeutralKilling))) == 1)
{
VampWin();
Utils.EndGame();
return false;
}
else if (PlayerControl.AllPlayerControls.ToArray().Count(x => !x.Data.IsDead && !x.Data.Disconnected) <= 4 &&
PlayerControl.AllPlayerControls.ToArray().Count(x => !x.Data.IsDead && !x.Data.Disconnected &&
(x.Data.IsImpostor() || x.Is(Faction.NeutralKilling)) && !x.Is(RoleEnum.Vampire)) == 0)
{
var vampsAlives = PlayerControl.AllPlayerControls.ToArray()
.Where(x => !x.Data.IsDead && !x.Data.Disconnected && x.Is(RoleEnum.Vampire)).ToList();
if (vampsAlives.Count == 1) return false;
VampWin();
Utils.EndGame();
return false;
}
else
{
var vampsAlives = PlayerControl.AllPlayerControls.ToArray()
.Where(x => !x.Data.IsDead && !x.Data.Disconnected && x.Is(RoleEnum.Vampire)).ToList();
if (vampsAlives.Count == 1 || vampsAlives.Count == 2) return false;
var alives = PlayerControl.AllPlayerControls.ToArray()
.Where(x => !x.Data.IsDead && !x.Data.Disconnected).ToList();
var killersAlive = PlayerControl.AllPlayerControls.ToArray()
.Where(x => !x.Data.IsDead && !x.Data.Disconnected && !x.Is(RoleEnum.Vampire) && (x.Is(Faction.Impostors) || x.Is(Faction.NeutralKilling))).ToList();
if (killersAlive.Count > 0) return false;
if (alives.Count <= 6)
{
VampWin();
Utils.EndGame();
return false;
}
return false;
}
// Can't win if no Vampires are alive
var vampsAlives = PlayerControl.AllPlayerControls.ToArray()
.Where(x => !x.Data.IsDead && !x.Data.Disconnected && x.Is(RoleEnum.Vampire)).ToList();
if (vampsAlives.Count == 0) return false;
// Can't win if any other killers are still alive
if (PlayerControl.AllPlayerControls.ToArray().Count(x => !x.Data.IsDead && !x.Data.Disconnected &&
(x.Data.IsImpostor() || x.Is(Faction.NeutralKilling)) && !x.Is(RoleEnum.Vampire)) > 0) return false;
// Can't win if living players outnumber living Vampires
var playersAlive = PlayerControl.AllPlayerControls.ToArray().Count(x => !x.Data.IsDead && !x.Data.Disconnected);
if (vampsAlives.Count < Math.Ceiling((double)(playersAlive / 2f))) return false;
// No other killers are alive and Vampires are equal to or greater in number than the living, so they win
VampWin();
Utils.EndGame();
return false;
}

protected override void IntroPrefix(IntroCutscene._ShowTeam_d__38 __instance)
Expand Down