move ninja objectives code into generic antag system (#20186)

Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
deltanedas
2023-09-21 15:33:18 +01:00
committed by GitHub
parent 8629a3ab9e
commit 37c5020a71
11 changed files with 205 additions and 120 deletions

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@@ -1,5 +1,4 @@
using Content.Server.GameTicking.Rules;
using Content.Server.Ninja.Systems;
using Content.Server.Zombies;
using Content.Shared.Administration;
using Content.Shared.Database;
@@ -16,7 +15,6 @@ public sealed partial class AdminVerbSystem
{
[Dependency] private readonly ZombieSystem _zombie = default!;
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
[Dependency] private readonly SpaceNinjaSystem _ninja = default!;
[Dependency] private readonly NukeopsRuleSystem _nukeopsRule = default!;
[Dependency] private readonly PiratesRuleSystem _piratesRule = default!;
[Dependency] private readonly SharedMindSystem _minds = default!;
@@ -102,22 +100,5 @@ public sealed partial class AdminVerbSystem
Message = Loc.GetString("admin-verb-make-pirate"),
};
args.Verbs.Add(pirate);
Verb spaceNinja = new()
{
Text = Loc.GetString("admin-verb-text-make-space-ninja"),
Category = VerbCategory.Antag,
Icon = new SpriteSpecifier.Rsi(new ResPath("/Textures/Objects/Weapons/Melee/energykatana.rsi"), "icon"),
Act = () =>
{
if (!_minds.TryGetMind(args.Target, out var mindId, out var mind))
return;
_ninja.MakeNinja(mindId, mind);
},
Impact = LogImpact.High,
Message = Loc.GetString("admin-verb-make-space-ninja"),
};
args.Verbs.Add(spaceNinja);
}
}

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@@ -0,0 +1,30 @@
using Content.Server.GameTicking.Rules;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Server.GameTicking.Rules.Components;
/// <summary>
/// Gamerule for simple antagonists that have fixed objectives.
/// </summary>
[RegisterComponent, Access(typeof(GenericAntagRuleSystem))]
public sealed partial class GenericAntagRuleComponent : Component
{
/// <summary>
/// All antag minds that are using this rule.
/// </summary>
[DataField]
public List<EntityUid> Minds = new();
/// <summary>
/// Locale id for the name of the antag used by the roundend summary.
/// </summary>
[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
public string AgentName = string.Empty;
/// <summary>
/// List of objective entity prototypes to add to the antag when a mind is added.
/// </summary>
[DataField(required: true)]
public List<EntProtoId> Objectives = new();
}

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@@ -1,36 +1,25 @@
using Content.Server.Ninja.Systems;
using Content.Shared.Communications;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Server.GameTicking.Rules.Components;
/// <summary>
/// Stores some configuration used by the ninja system.
/// Objectives and roundend summary are handled by <see cref="GenericAntagRuleComponent/">.
/// </summary>
[RegisterComponent, Access(typeof(SpaceNinjaSystem))]
public sealed partial class NinjaRuleComponent : Component
{
/// <summary>
/// All ninja minds that are using this rule.
/// Their SpaceNinjaComponent Rule field should point back to this rule.
/// </summary>
[DataField("minds")]
public List<EntityUid> Minds = new();
/// <summary>
/// List of objective entity prototypes to add
/// </summary>
[DataField("objectives", required: true, customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
public List<string> Objectives = new();
/// <summary>
/// List of threats that can be called in. Copied onto <see cref="CommsHackerComponent"/> when gloves are enabled.
/// </summary>
[DataField("threats", required: true)]
[DataField(required: true)]
public List<Threat> Threats = new();
/// <summary>
/// Sound played when making the player a ninja via antag control or ghost role
/// </summary>
[DataField("greetingSound", customTypeSerializer: typeof(SoundSpecifierTypeSerializer))]
[DataField]
public SoundSpecifier? GreetingSound = new SoundPathSpecifier("/Audio/Misc/ninja_greeting.ogg");
}

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@@ -0,0 +1,53 @@
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Objectives;
using System.Diagnostics.CodeAnalysis;
namespace Content.Server.GameTicking.Rules;
/// <summary>
/// Handles round end text for simple antags.
/// Adding objectives is handled in its own system.
/// </summary>
public sealed class GenericAntagRuleSystem : GameRuleSystem<GenericAntagRuleComponent>
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GenericAntagRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
}
/// <summary>
/// Start a simple antag's game rule.
/// If it is invalid the rule is deleted and null is returned.
/// </summary>
public bool StartRule(string rule, EntityUid mindId, [NotNullWhen(true)] out EntityUid? ruleId, [NotNullWhen(true)] out GenericAntagRuleComponent? comp)
{
ruleId = GameTicker.AddGameRule(rule);
if (!TryComp<GenericAntagRuleComponent>(ruleId, out comp))
{
Log.Error($"Simple antag rule prototype {rule} is invalid, deleting it.");
Del(ruleId);
ruleId = null;
return false;
}
if (!GameTicker.StartGameRule(ruleId.Value))
{
Log.Error($"Simple antag rule prototype {rule} failed to start, deleting it.");
Del(ruleId);
ruleId = null;
comp = null;
return false;
}
comp.Minds.Add(mindId);
return true;
}
private void OnObjectivesTextGetInfo(EntityUid uid, GenericAntagRuleComponent comp, ref ObjectivesTextGetInfoEvent args)
{
args.Minds = comp.Minds;
args.AgentName = Loc.GetString(comp.AgentName);
}
}

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@@ -1,23 +0,0 @@
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Objectives;
namespace Content.Server.GameTicking.Rules;
/// <summary>
/// Only handles round end text for ninja.
/// </summary>
public sealed class NinjaRuleSystem : GameRuleSystem<NinjaRuleComponent>
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<NinjaRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
}
private void OnObjectivesTextGetInfo(EntityUid uid, NinjaRuleComponent comp, ref ObjectivesTextGetInfoEvent args)
{
args.Minds = comp.Minds;
args.AgentName = Loc.GetString("ninja-round-end-agent-name");
}
}

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@@ -0,0 +1,30 @@
using Content.Server.GameTicking.Rules.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.GenericAntag;
/// <summary>
/// Added to a mob to make it a generic antagonist where all its objectives are fixed.
/// This is unlike say traitor where it gets objectives picked randomly using difficulty.
/// </summary>
/// <remarks>
/// A GenericAntag is not necessarily an antagonist, that depends on the roles you do or do not add after.
/// </remarks>
[RegisterComponent, Access(typeof(GenericAntagSystem))]
public sealed partial class GenericAntagComponent : Component
{
/// <summary>
/// Gamerule to start when a mind is added.
/// This must have <see cref="GenericAntagRuleComponent"/> or it will not work.
/// </summary>
[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
public EntProtoId Rule = string.Empty;
/// <summary>
/// The rule that's been spawned.
/// Used to prevent spawning multiple rules.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public EntityUid? RuleEntity;
}

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@@ -0,0 +1,67 @@
using Content.Server.GameTicking.Rules;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
namespace Content.Server.GenericAntag;
/// <summary>
/// Handles adding objectives to <see cref="GenericAntagComponent"/>s.
/// Roundend summary is handled by <see cref="GenericAntagRuleSystem"/>.
/// </summary>
public sealed class GenericAntagSystem : EntitySystem
{
[Dependency] private readonly SharedMindSystem _mind = default!;
[Dependency] private readonly GenericAntagRuleSystem _genericAntagRule = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GenericAntagComponent, MindAddedMessage>(OnMindAdded);
}
private void OnMindAdded(EntityUid uid, GenericAntagComponent comp, MindAddedMessage args)
{
if (!TryComp<MindContainerComponent>(uid, out var mindContainer) || mindContainer.Mind == null)
return;
var mindId = mindContainer.Mind.Value;
MakeAntag(uid, mindId, comp);
}
/// <summary>
/// Turns a player into this antagonist.
/// Does the same thing that having a mind added does, use for antag ctrl.
/// </summary>
public void MakeAntag(EntityUid uid, EntityUid mindId, GenericAntagComponent? comp = null, MindComponent? mind = null)
{
if (!Resolve(uid, ref comp) || !Resolve(mindId, ref mind))
return;
// only add the rule once
if (comp.RuleEntity != null)
return;
// start the rule
if (!_genericAntagRule.StartRule(comp.Rule, mindId, out comp.RuleEntity, out var rule))
return;
// let other systems know the antag was created so they can add briefing, roles, etc.
// its important that this is before objectives are added since they may depend on roles added here
var ev = new GenericAntagCreatedEvent(mindId, mind);
RaiseLocalEvent(uid, ref ev);
// add the objectives from the rule
foreach (var id in rule.Objectives)
{
_mind.TryAddObjective(mindId, mind, id);
}
}
}
/// <summary>
/// Event raised on a player's entity after its simple antag rule is started and objectives get added.
/// Use this to add a briefing, roles, etc.
/// </summary>
[ByRefEvent]
public record struct GenericAntagCreatedEvent(EntityUid MindId, MindComponent Mind);

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@@ -12,6 +12,7 @@ using Content.Server.Power.EntitySystems;
using Content.Server.PowerCell;
using Content.Server.Research.Systems;
using Content.Server.Roles;
using Content.Server.GenericAntag;
using Content.Server.Warps;
using Content.Shared.Alert;
using Content.Shared.Clothing.EntitySystems;
@@ -42,13 +43,14 @@ namespace Content.Server.Ninja.Systems;
// TODO: when criminal records is merged, hack it to set everyone to arrest
/// <summary>
/// Main ninja system that handles ninja setup and greentext, provides helper methods for the rest of the code to use.
/// Main ninja system that handles ninja setup, provides helper methods for the rest of the code to use.
/// </summary>
public sealed class SpaceNinjaSystem : SharedSpaceNinjaSystem
{
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly BatterySystem _battery = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly GenericAntagSystem _genericAntag = default!;
[Dependency] private readonly IChatManager _chatMan = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly PowerCellSystem _powerCell = default!;
@@ -63,7 +65,7 @@ public sealed class SpaceNinjaSystem : SharedSpaceNinjaSystem
{
base.Initialize();
SubscribeLocalEvent<SpaceNinjaComponent, MindAddedMessage>(OnNinjaMindAdded);
SubscribeLocalEvent<SpaceNinjaComponent, GenericAntagCreatedEvent>(OnNinjaCreated);
SubscribeLocalEvent<SpaceNinjaComponent, EmaggedSomethingEvent>(OnDoorjack);
SubscribeLocalEvent<SpaceNinjaComponent, ResearchStolenEvent>(OnResearchStolen);
SubscribeLocalEvent<SpaceNinjaComponent, ThreatCalledInEvent>(OnThreatCalledIn);
@@ -78,24 +80,6 @@ public sealed class SpaceNinjaSystem : SharedSpaceNinjaSystem
}
}
/// <summary>
/// Turns the player into a space ninja
/// </summary>
public void MakeNinja(EntityUid mindId, MindComponent mind)
{
if (mind.OwnedEntity == null)
return;
// prevent double ninja'ing
var user = mind.OwnedEntity.Value;
if (HasComp<SpaceNinjaComponent>(user))
return;
AddComp<SpaceNinjaComponent>(user);
SetOutfitCommand.SetOutfit(user, "SpaceNinjaGear", EntityManager);
GreetNinja(mindId, mind);
}
/// <summary>
/// Download the given set of nodes, returning how many new nodes were downloaded.
/// </summary>
@@ -114,29 +98,16 @@ public sealed class SpaceNinjaSystem : SharedSpaceNinjaSystem
/// Returns a ninja's gamerule config data.
/// If the gamerule was not started then it will be started automatically.
/// </summary>
public NinjaRuleComponent? NinjaRule(EntityUid uid, SpaceNinjaComponent? comp = null)
public NinjaRuleComponent? NinjaRule(EntityUid uid, GenericAntagComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return null;
// already exists so just check it
if (comp.Rule != null)
return CompOrNull<NinjaRuleComponent>(comp.Rule);
// start it
_gameTicker.StartGameRule("Ninja", out var rule);
comp.Rule = rule;
if (!TryComp<NinjaRuleComponent>(rule, out var ninjaRule))
// mind not added yet so no rule
if (comp.RuleEntity == null)
return null;
// add ninja mind to the rule's list for objective showing
if (TryComp<MindContainerComponent>(uid, out var mindContainer) && mindContainer.Mind != null)
{
ninjaRule.Minds.Add(mindContainer.Mind.Value);
}
return ninjaRule;
return CompOrNull<NinjaRuleComponent>(comp.RuleEntity);
}
// TODO: can probably copy paste borg code here
@@ -185,24 +156,18 @@ public sealed class SpaceNinjaSystem : SharedSpaceNinjaSystem
return GetNinjaBattery(user, out var uid, out var battery) && _battery.TryUseCharge(uid.Value, charge, battery);
}
/// <summary>
/// Greets the ninja when a ghost takes over a ninja, if that happens.
/// </summary>
private void OnNinjaMindAdded(EntityUid uid, SpaceNinjaComponent comp, MindAddedMessage args)
{
if (TryComp<MindContainerComponent>(uid, out var mind) && mind.Mind != null)
GreetNinja(mind.Mind.Value);
}
/// <summary>
/// Set up everything for ninja to work and send the greeting message/sound.
/// Objectives are added by <see cref="GenericAntagSystem"/>.
/// </summary>
private void GreetNinja(EntityUid mindId, MindComponent? mind = null)
private void OnNinjaCreated(EntityUid uid, SpaceNinjaComponent comp, ref GenericAntagCreatedEvent args)
{
if (!Resolve(mindId, ref mind) || mind.OwnedEntity == null || mind.Session == null)
var mindId = args.MindId;
var mind = args.Mind;
if (mind.Session == null)
return;
var uid = mind.OwnedEntity.Value;
var config = NinjaRule(uid);
if (config == null)
return;
@@ -226,15 +191,6 @@ public sealed class SpaceNinjaSystem : SharedSpaceNinjaSystem
if (warps.Count > 0)
role.SpiderChargeTarget = _random.Pick(warps);
// assign objectives - must happen after spider charge target so that the obj requirement works
foreach (var objective in config.Objectives)
{
if (!_mind.TryAddObjective(mindId, mind, objective))
{
Log.Error($"Failed to add {objective} to ninja {mind.OwnedEntity.Value}");
}
}
var session = mind.Session;
_audio.PlayGlobal(config.GreetingSound, Filter.Empty().AddPlayer(session), false, AudioParams.Default);
_chatMan.DispatchServerMessage(session, Loc.GetString("ninja-role-greeting"));

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@@ -3,10 +3,8 @@ admin-verb-make-traitor = Make the target into a traitor.
admin-verb-make-zombie = Zombifies the target immediately.
admin-verb-make-nuclear-operative = Make target a into lone Nuclear Operative.
admin-verb-make-pirate = Make the target into a pirate. Note that this doesn't configure the game rule.
admin-verb-make-space-ninja = Make the target into a space ninja.
admin-verb-text-make-traitor = Make Traitor
admin-verb-text-make-zombie = Make Zombie
admin-verb-text-make-nuclear-operative = Make Nuclear Operative
admin-verb-text-make-pirate = Make Pirate
admin-verb-text-make-space-ninja = Make Space Ninja

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@@ -67,6 +67,8 @@
factions:
- Syndicate
- type: SpaceNinja
- type: GenericAntag
rule: Ninja
- type: AutoImplant
implants:
- MicroBombImplant

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@@ -5,13 +5,15 @@
parent: BaseGameRule
noSpawn: true
components:
- type: NinjaRule
- type: GenericAntagRule
agentName: ninja-round-end-agent-name
objectives:
- StealResearchObjective
- DoorjackObjective
- SpiderChargeObjective
- TerrorObjective
- NinjaSurviveObjective
- type: NinjaRule
threats:
- announcement: terror-dragon
rule: Dragon