Refactor antag rule code (#23445)
* Initial Pass, Rev, Thief * Zombie initial pass * Rebase, Traitor * Nukeops, More overloads * Revert RevolutionaryRuleComponent * Use TryRoundStartAttempt, Rewrite nukie spawning * Comments, Add task scheduler to GameRuleSystem * Zombie initial testing done * Sort methods, rework GameRuleTask * Add CCVar, Initial testing continues * Might as well get rid of the obsolete logging * Oops, i dont know how to log apparently * Suggested formatting fixes * Suggested changes * Fix merge issues * Minor optimisation * Allowed thief to choose other antags * Review changes * Spawn items on floor first, then inserting * minor tweaks * Shift as much as possible to ProtoId<> * Remove unneeded * Add exclusive antag attribute * Fix merge issues * Minor formatting fix * Convert to struct * Cleanup * Review cleanup (need to test a lot) * Some fixes, (mostly) tested * oop * Pass tests (for real) --------- Co-authored-by: Rainfall <rainfey0+git@gmail.com> Co-authored-by: AJCM <AJCM@tutanota.com>
This commit is contained in:
@@ -1,13 +1,9 @@
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using System.Globalization;
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using System.Linq;
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using Content.Server.Actions;
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using Content.Server.Chat.Managers;
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using Content.Server.Antag;
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using Content.Server.Chat.Systems;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Popups;
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using Content.Server.Preferences.Managers;
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using Content.Server.Roles;
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using Content.Server.Roles.Jobs;
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using Content.Server.RoundEnd;
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using Content.Server.Station.Components;
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using Content.Server.Station.Systems;
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@@ -18,17 +14,14 @@ using Content.Shared.Mind;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Zombies;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using System.Globalization;
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namespace Content.Server.GameTicking.Rules;
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@@ -36,10 +29,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IServerPreferencesManager _prefs = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly RoundEndSystem _roundEnd = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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@@ -49,8 +39,8 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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[Dependency] private readonly SharedMindSystem _mindSystem = default!;
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[Dependency] private readonly SharedRoleSystem _roles = default!;
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly JobSystem _jobs = default!;
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[Dependency] private readonly AntagSelectionSystem _antagSelection = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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@@ -61,6 +51,16 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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SubscribeLocalEvent<PendingZombieComponent, ZombifySelfActionEvent>(OnZombifySelf);
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}
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/// <summary>
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/// Set the required minimum players for this gamemode to start
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/// </summary>
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protected override void Added(EntityUid uid, ZombieRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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base.Added(uid, component, gameRule, args);
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gameRule.MinPlayers = _cfg.GetCVar(CCVars.ZombieMinPlayers);
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}
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private void OnRoundEndText(RoundEndTextAppendEvent ev)
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{
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foreach (var zombie in EntityQuery<ZombieRuleComponent>())
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@@ -113,85 +113,59 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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/// <summary>
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/// The big kahoona function for checking if the round is gonna end
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/// </summary>
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private void CheckRoundEnd()
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private void CheckRoundEnd(ZombieRuleComponent zombieRuleComponent)
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{
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var query = EntityQueryEnumerator<ZombieRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var comp, out var gameRule))
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var healthy = GetHealthyHumans();
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if (healthy.Count == 1) // Only one human left. spooky
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_popup.PopupEntity(Loc.GetString("zombie-alone"), healthy[0], healthy[0]);
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if (GetInfectedFraction(false) > zombieRuleComponent.ZombieShuttleCallPercentage && !_roundEnd.IsRoundEndRequested())
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{
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if (!GameTicker.IsGameRuleActive(uid, gameRule))
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continue;
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var healthy = GetHealthyHumans();
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if (healthy.Count == 1) // Only one human left. spooky
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_popup.PopupEntity(Loc.GetString("zombie-alone"), healthy[0], healthy[0]);
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if (!comp.ShuttleCalled && GetInfectedFraction(false) >= comp.ZombieShuttleCallPercentage)
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foreach (var station in _station.GetStations())
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{
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comp.ShuttleCalled = true;
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foreach (var station in _station.GetStations())
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{
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_chat.DispatchStationAnnouncement(station, Loc.GetString("zombie-shuttle-call"), colorOverride: Color.Crimson);
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}
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_roundEnd.RequestRoundEnd(null, false);
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_chat.DispatchStationAnnouncement(station, Loc.GetString("zombie-shuttle-call"), colorOverride: Color.Crimson);
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}
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// we include dead for this count because we don't want to end the round
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// when everyone gets on the shuttle.
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if (GetInfectedFraction() >= 1) // Oops, all zombies
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_roundEnd.EndRound();
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_roundEnd.RequestRoundEnd(null, false);
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}
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// we include dead for this count because we don't want to end the round
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// when everyone gets on the shuttle.
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if (GetInfectedFraction() >= 1) // Oops, all zombies
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_roundEnd.EndRound();
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}
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/// <summary>
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/// Check we have enough players to start this game mode, if not - cancel and announce
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/// </summary>
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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var query = EntityQueryEnumerator<ZombieRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out _, out var gameRule))
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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var minPlayers = _cfg.GetCVar(CCVars.ZombieMinPlayers);
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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_chatManager.SendAdminAnnouncement(Loc.GetString("zombie-not-enough-ready-players",
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("readyPlayersCount", ev.Players.Length),
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("minimumPlayers", minPlayers)));
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ev.Cancel();
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continue;
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}
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if (ev.Players.Length == 0)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-no-one-ready"));
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ev.Cancel();
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}
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}
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TryRoundStartAttempt(ev, Loc.GetString("zombie-title"));
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}
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protected override void Started(EntityUid uid, ZombieRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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component.StartTime = _timing.CurTime + _random.Next(component.MinStartDelay, component.MaxStartDelay);
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var delay = _random.Next(component.MinStartDelay, component.MaxStartDelay);
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component.StartTime = _timing.CurTime + delay;
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}
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protected override void ActiveTick(EntityUid uid, ZombieRuleComponent component, GameRuleComponent gameRule, float frameTime)
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{
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base.ActiveTick(uid, component, gameRule, frameTime);
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if (component.InfectedChosen)
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if (component.StartTime.HasValue && component.StartTime < _timing.CurTime)
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{
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if (_timing.CurTime >= component.NextRoundEndCheck)
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{
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component.NextRoundEndCheck += component.EndCheckDelay;
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CheckRoundEnd();
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}
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return;
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InfectInitialPlayers(component);
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component.StartTime = null;
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component.NextRoundEndCheck = _timing.CurTime + component.EndCheckDelay;
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}
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if (component.StartTime == null || _timing.CurTime < component.StartTime)
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return;
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InfectInitialPlayers(component);
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if (component.NextRoundEndCheck.HasValue && component.NextRoundEndCheck < _timing.CurTime)
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{
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CheckRoundEnd(component);
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component.NextRoundEndCheck = _timing.CurTime + component.EndCheckDelay;
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}
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}
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private void OnZombifySelf(EntityUid uid, PendingZombieComponent component, ZombifySelfActionEvent args)
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@@ -201,6 +175,12 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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Del(component.Action.Value);
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}
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/// <summary>
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/// Get the fraction of players that are infected, between 0 and 1
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/// </summary>
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/// <param name="includeOffStation">Include healthy players that are not on the station grid</param>
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/// <param name="includeDead">Should dead zombies be included in the count</param>
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/// <returns></returns>
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private float GetInfectedFraction(bool includeOffStation = true, bool includeDead = false)
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{
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var players = GetHealthyHumans(includeOffStation);
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@@ -264,87 +244,55 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
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/// </remarks>
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private void InfectInitialPlayers(ZombieRuleComponent component)
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{
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if (component.InfectedChosen)
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return;
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component.InfectedChosen = true;
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//Get all players with initial infected enabled, and exclude those with the ZombieImmuneComponent
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var eligiblePlayers = _antagSelection.GetEligiblePlayers(_playerManager.Sessions, component.PatientZeroPrototypeId, includeAllJobs: true, customExcludeCondition: x => HasComp<ZombieImmuneComponent>(x) || HasComp<InitialInfectedExemptComponent>(x));
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//And get all players, excluding ZombieImmune - to fill any leftover initial infected slots
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var allPlayers = _antagSelection.GetEligiblePlayers(_playerManager.Sessions, component.PatientZeroPrototypeId, acceptableAntags: Shared.Antag.AntagAcceptability.All, includeAllJobs: true, ignorePreferences: true, customExcludeCondition: HasComp<ZombieImmuneComponent>);
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var allPlayers = _playerManager.Sessions.ToList();
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var playerList = new List<ICommonSession>();
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var prefList = new List<ICommonSession>();
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foreach (var player in allPlayers)
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{
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if (player.AttachedEntity == null || !HasComp<HumanoidAppearanceComponent>(player.AttachedEntity) ||
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HasComp<ZombieImmuneComponent>(player.AttachedEntity) || !_jobs.CanBeAntag(player))
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continue;
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if (HasComp<InitialInfectedExemptComponent>(player.AttachedEntity))
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continue; // used (for example) on ERT
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playerList.Add(player);
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var pref = (HumanoidCharacterProfile) _prefs.GetPreferences(player.UserId).SelectedCharacter;
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if (pref.AntagPreferences.Contains(component.PatientZeroPrototypeId))
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prefList.Add(player);
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}
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if (playerList.Count == 0)
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//If there are no players to choose, abort
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if (allPlayers.Count == 0)
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return;
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var numInfected = Math.Max(1,
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(int) Math.Min(
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Math.Floor((double) playerList.Count / component.PlayersPerInfected), component.MaxInitialInfected));
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//How many initial infected should we select
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var initialInfectedCount = _antagSelection.CalculateAntagCount(_playerManager.PlayerCount, component.PlayersPerInfected, component.MaxInitialInfected);
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var totalInfected = 0;
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while (totalInfected < numInfected)
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//Choose the required number of initial infected from the eligible players, making up any shortfall by choosing from all players
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var initialInfected = _antagSelection.ChooseAntags(initialInfectedCount, eligiblePlayers, allPlayers);
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//Make brain craving
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MakeZombie(initialInfected, component);
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//Send the briefing, play greeting sound
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_antagSelection.SendBriefing(initialInfected, Loc.GetString("zombie-patientzero-role-greeting"), Color.Plum, component.InitialInfectedSound);
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}
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private void MakeZombie(List<EntityUid> entities, ZombieRuleComponent component)
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{
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foreach (var entity in entities)
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{
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ICommonSession zombie;
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if (prefList.Count == 0)
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{
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if (playerList.Count == 0)
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{
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Log.Info("Insufficient number of players. stopping selection.");
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break;
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}
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zombie = _random.Pick(playerList);
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Log.Info("Insufficient preferred patient 0, picking at random.");
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}
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else
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{
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zombie = _random.Pick(prefList);
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Log.Info("Selected a patient 0.");
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}
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prefList.Remove(zombie);
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playerList.Remove(zombie);
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if (!_mindSystem.TryGetMind(zombie, out var mindId, out var mind) ||
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mind.OwnedEntity is not { } ownedEntity)
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{
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continue;
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}
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totalInfected++;
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_roles.MindAddRole(mindId, new InitialInfectedRoleComponent { PrototypeId = component.PatientZeroPrototypeId });
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var pending = EnsureComp<PendingZombieComponent>(ownedEntity);
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pending.GracePeriod = _random.Next(component.MinInitialInfectedGrace, component.MaxInitialInfectedGrace);
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EnsureComp<ZombifyOnDeathComponent>(ownedEntity);
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EnsureComp<IncurableZombieComponent>(ownedEntity);
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var inCharacterName = MetaData(ownedEntity).EntityName;
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_action.AddAction(ownedEntity, ref pending.Action, ZombieRuleComponent.ZombifySelfActionPrototype, ownedEntity);
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var message = Loc.GetString("zombie-patientzero-role-greeting");
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var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", message));
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//gets the names now in case the players leave.
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//this gets unhappy if people with the same name get chosen. Probably shouldn't happen.
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component.InitialInfectedNames.Add(inCharacterName, zombie.Name);
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// I went all the way to ChatManager.cs and all i got was this lousy T-shirt
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// You got a free T-shirt!?!?
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_chatManager.ChatMessageToOne(Shared.Chat.ChatChannel.Server, message,
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wrappedMessage, default, false, zombie.Channel, Color.Plum);
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_audio.PlayGlobal(component.InitialInfectedSound, ownedEntity);
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MakeZombie(entity, component);
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}
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}
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private void MakeZombie(EntityUid entity, ZombieRuleComponent component)
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{
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if (!_mindSystem.TryGetMind(entity, out var mind, out var mindComponent))
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return;
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//Add the role to the mind silently (to avoid repeating job assignment)
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_roles.MindAddRole(mind, new InitialInfectedRoleComponent { PrototypeId = component.PatientZeroPrototypeId }, silent: true);
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//Add the zombie components and grace period
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var pending = EnsureComp<PendingZombieComponent>(entity);
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pending.GracePeriod = _random.Next(component.MinInitialInfectedGrace, component.MaxInitialInfectedGrace);
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EnsureComp<ZombifyOnDeathComponent>(entity);
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EnsureComp<IncurableZombieComponent>(entity);
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//Add the zombify action
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_action.AddAction(entity, ref pending.Action, component.ZombifySelfActionPrototype, entity);
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//Get names for the round end screen, incase they leave mid-round
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var inCharacterName = MetaData(entity).EntityName;
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var accountName = mindComponent.Session == null ? string.Empty : mindComponent.Session.Name;
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component.InitialInfectedNames.Add(inCharacterName, accountName);
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}
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}
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