move ninja objectives code into generic antag system (#20186)
Co-authored-by: deltanedas <@deltanedas:kde.org>
This commit is contained in:
30
Content.Server/GenericAntag/GenericAntagComponent.cs
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30
Content.Server/GenericAntag/GenericAntagComponent.cs
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using Content.Server.GameTicking.Rules.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.GenericAntag;
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/// <summary>
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/// Added to a mob to make it a generic antagonist where all its objectives are fixed.
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/// This is unlike say traitor where it gets objectives picked randomly using difficulty.
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/// </summary>
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/// <remarks>
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/// A GenericAntag is not necessarily an antagonist, that depends on the roles you do or do not add after.
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/// </remarks>
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[RegisterComponent, Access(typeof(GenericAntagSystem))]
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public sealed partial class GenericAntagComponent : Component
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{
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/// <summary>
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/// Gamerule to start when a mind is added.
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/// This must have <see cref="GenericAntagRuleComponent"/> or it will not work.
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/// </summary>
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[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId Rule = string.Empty;
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/// <summary>
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/// The rule that's been spawned.
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/// Used to prevent spawning multiple rules.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntityUid? RuleEntity;
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}
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67
Content.Server/GenericAntag/GenericAntagSystem.cs
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67
Content.Server/GenericAntag/GenericAntagSystem.cs
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using Content.Server.GameTicking.Rules;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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namespace Content.Server.GenericAntag;
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/// <summary>
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/// Handles adding objectives to <see cref="GenericAntagComponent"/>s.
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/// Roundend summary is handled by <see cref="GenericAntagRuleSystem"/>.
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/// </summary>
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public sealed class GenericAntagSystem : EntitySystem
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{
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly GenericAntagRuleSystem _genericAntagRule = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GenericAntagComponent, MindAddedMessage>(OnMindAdded);
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}
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private void OnMindAdded(EntityUid uid, GenericAntagComponent comp, MindAddedMessage args)
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{
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if (!TryComp<MindContainerComponent>(uid, out var mindContainer) || mindContainer.Mind == null)
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return;
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var mindId = mindContainer.Mind.Value;
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MakeAntag(uid, mindId, comp);
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}
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/// <summary>
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/// Turns a player into this antagonist.
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/// Does the same thing that having a mind added does, use for antag ctrl.
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/// </summary>
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public void MakeAntag(EntityUid uid, EntityUid mindId, GenericAntagComponent? comp = null, MindComponent? mind = null)
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{
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if (!Resolve(uid, ref comp) || !Resolve(mindId, ref mind))
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return;
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// only add the rule once
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if (comp.RuleEntity != null)
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return;
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// start the rule
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if (!_genericAntagRule.StartRule(comp.Rule, mindId, out comp.RuleEntity, out var rule))
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return;
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// let other systems know the antag was created so they can add briefing, roles, etc.
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// its important that this is before objectives are added since they may depend on roles added here
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var ev = new GenericAntagCreatedEvent(mindId, mind);
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RaiseLocalEvent(uid, ref ev);
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// add the objectives from the rule
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foreach (var id in rule.Objectives)
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{
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_mind.TryAddObjective(mindId, mind, id);
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}
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}
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}
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/// <summary>
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/// Event raised on a player's entity after its simple antag rule is started and objectives get added.
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/// Use this to add a briefing, roles, etc.
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/// </summary>
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[ByRefEvent]
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public record struct GenericAntagCreatedEvent(EntityUid MindId, MindComponent Mind);
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