Files
Vocaluxe/PartyModes/PartyModeTeamSurvival/CPartyScreenTeamSurvivalNames.cs
McSchneidarandFlorian Ostertag 3810f75e04 New party mode: Team Survival (#914)
* Add team survival party mode

A new party mode for two teams that only needs 2 microphones. In every duel one player of each team sings against one of the other team. Whoever loses a duel loses a heart, players without hearts are out, and the team whose players are all out loses.

- Every player sings once per round before anyone sings again, the duels are drawn randomly
- Teams of different sizes are possible, in the smaller team some players sing a second time per round
- Hearts can be the same for everyone or set per player, to balance uneven teams or strong and weak singers
- Up to 3 jokers per player to skip a song
- On a tie, the duel is sung again
- A lost heart is animated, and the winning team is celebrated at the end

* Trigger CI rebuild

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Co-authored-by: Florian Ostertag <flokuep@users.noreply.github.com>
2026-10-18 07:49:44 +02:00

89 lines
3.0 KiB
C#

#region license
// This file is part of Vocaluxe.
//
// Vocaluxe is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Vocaluxe is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Vocaluxe. If not, see <http://www.gnu.org/licenses/>.
#endregion
using System;
using System.Collections.Generic;
using VocaluxeLib.Menu;
namespace VocaluxeLib.PartyModes.TeamSurvival
{
public class CPartyScreenTeamSurvivalNames : CMenuPartyNameSelection
{
protected override int _ScreenVersion
{
get { return 1; }
}
private new CPartyModeTeamSurvival _PartyMode;
public override void Init()
{
base.Init();
_PartyMode = (CPartyModeTeamSurvival)base._PartyMode;
}
public override void OnShow()
{
base.OnShow();
while (_PartyMode.GameData.ProfileIdsTeam1.Count > _PartyMode.GameData.NumPlayerTeam1)
{
_PartyMode.GameData.ProfileIdsTeam1.RemoveAt(_PartyMode.GameData.ProfileIdsTeam1.Count - 1);
}
while (_PartyMode.GameData.ProfileIdsTeam2.Count > _PartyMode.GameData.NumPlayerTeam2)
{
_PartyMode.GameData.ProfileIdsTeam2.RemoveAt(_PartyMode.GameData.ProfileIdsTeam2.Count - 1);
}
SetPartyModeData(CPartyModeTeamSurvival.TeamCount, _PartyMode.GameData.NumPlayerTeam1 + _PartyMode.GameData.NumPlayerTeam2,
new int[] { _PartyMode.GameData.NumPlayerTeam1, _PartyMode.GameData.NumPlayerTeam2 });
var ids = new List<Guid>[] { _PartyMode.GameData.ProfileIdsTeam1, _PartyMode.GameData.ProfileIdsTeam2 };
SetPartyModeProfiles(ids);
}
public override void Back()
{
_SaveTeams();
_PartyMode.Back();
}
public override void Next()
{
_SaveTeams();
_PartyMode.GameData.NumPlayerTeam1 = _PartyMode.GameData.ProfileIdsTeam1.Count;
_PartyMode.GameData.NumPlayerTeam2 = _PartyMode.GameData.ProfileIdsTeam2.Count;
_PartyMode.Next();
}
private void _SaveTeams()
{
if (_TeamList.Length == CPartyModeTeamSurvival.TeamCount)
{
_PartyMode.GameData.ProfileIdsTeam1 = _TeamList[0];
_PartyMode.GameData.ProfileIdsTeam2 = _TeamList[1];
}
if (_NumPlayerTeams.Length == CPartyModeTeamSurvival.TeamCount)
{
_PartyMode.GameData.NumPlayerTeam1 = _NumPlayerTeams[0];
_PartyMode.GameData.NumPlayerTeam2 = _NumPlayerTeams[1];
}
}
}
}