Refactor Game Modes (#5819)

This commit is contained in:
Vera Aguilera Puerto
2021-12-21 18:56:47 +01:00
committed by GitHub
parent 8be5c25bd4
commit 8831d08229
59 changed files with 1969 additions and 1713 deletions

View File

@@ -97,6 +97,8 @@ namespace Content.Client.Entry
prototypes.RegisterIgnore("advertisementsPack"); prototypes.RegisterIgnore("advertisementsPack");
prototypes.RegisterIgnore("metabolizerType"); prototypes.RegisterIgnore("metabolizerType");
prototypes.RegisterIgnore("metabolismGroup"); prototypes.RegisterIgnore("metabolismGroup");
prototypes.RegisterIgnore("gamePreset");
prototypes.RegisterIgnore("gameRule");
ClientContentIoC.Register(); ClientContentIoC.Register();

View File

@@ -4,12 +4,14 @@ using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules; using Content.Server.GameTicking.Rules;
using NUnit.Framework; using NUnit.Framework;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing; using Robust.Shared.Timing;
namespace Content.IntegrationTests.Tests.GameRules namespace Content.IntegrationTests.Tests.GameRules
{ {
[TestFixture] [TestFixture]
[TestOf(typeof(RuleMaxTimeRestart))] [TestOf(typeof(MaxTimeRestartRuleSystem))]
public class RuleMaxTimeRestartTest : ContentIntegrationTest public class RuleMaxTimeRestartTest : ContentIntegrationTest
{ {
[Test] [Test]
@@ -19,7 +21,9 @@ namespace Content.IntegrationTests.Tests.GameRules
{ {
CVarOverrides = CVarOverrides =
{ {
["game.lobbyenabled"] = "true" ["game.lobbyenabled"] = "true",
["game.dummyticker"] = "false",
["game.defaultpreset"] = "", // No preset.
} }
}; };
var server = StartServer(options); var server = StartServer(options);
@@ -27,16 +31,15 @@ namespace Content.IntegrationTests.Tests.GameRules
await server.WaitIdleAsync(); await server.WaitIdleAsync();
var sGameTicker = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GameTicker>(); var sGameTicker = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GameTicker>();
var maxTimeMaxTimeRestartRuleSystem = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<MaxTimeRestartRuleSystem>();
var sGameTiming = server.ResolveDependency<IGameTiming>(); var sGameTiming = server.ResolveDependency<IGameTiming>();
RuleMaxTimeRestart maxTimeRule = null;
await server.WaitAssertion(() => await server.WaitAssertion(() =>
{ {
Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby)); Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
maxTimeRule = sGameTicker.AddGameRule<RuleMaxTimeRestart>(); sGameTicker.AddGameRule(IoCManager.Resolve<IPrototypeManager>().Index<GameRulePrototype>(maxTimeMaxTimeRestartRuleSystem.Prototype));
maxTimeRule.RoundMaxTime = TimeSpan.FromSeconds(3); maxTimeMaxTimeRestartRuleSystem.RoundMaxTime = TimeSpan.FromSeconds(3);
sGameTicker.StartRound(); sGameTicker.StartRound();
}); });
@@ -46,7 +49,7 @@ namespace Content.IntegrationTests.Tests.GameRules
Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.InRound)); Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
}); });
var ticks = sGameTiming.TickRate * (int) Math.Ceiling(maxTimeRule.RoundMaxTime.TotalSeconds * 1.1f); var ticks = sGameTiming.TickRate * (int) Math.Ceiling(maxTimeMaxTimeRestartRuleSystem.RoundMaxTime.TotalSeconds * 1.1f);
await server.WaitRunTicks(ticks); await server.WaitRunTicks(ticks);
await server.WaitAssertion(() => await server.WaitAssertion(() =>
@@ -54,7 +57,7 @@ namespace Content.IntegrationTests.Tests.GameRules
Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PostRound)); Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PostRound));
}); });
ticks = sGameTiming.TickRate * (int) Math.Ceiling(maxTimeRule.RoundEndDelay.TotalSeconds * 1.1f); ticks = sGameTiming.TickRate * (int) Math.Ceiling(maxTimeMaxTimeRestartRuleSystem.RoundEndDelay.TotalSeconds * 1.1f);
await server.WaitRunTicks(ticks); await server.WaitRunTicks(ticks);
await server.WaitAssertion(() => await server.WaitAssertion(() =>

View File

@@ -1,4 +1,5 @@
using Content.Server.Administration; using Content.Server.Administration;
using Content.Server.GameTicking.Presets;
using Content.Shared.Administration; using Content.Shared.Administration;
using Robust.Shared.Console; using Robust.Shared.Console;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
@@ -29,13 +30,13 @@ namespace Content.Server.GameTicking.Commands
} }
var name = args[0]; var name = args[0];
if (!ticker.TryGetPreset(name, out var type)) if (!ticker.TryFindGamePreset(name, out var type))
{ {
shell.WriteLine($"No preset exists with name {name}."); shell.WriteLine($"No preset exists with name {name}.");
return; return;
} }
ticker.SetStartPreset(type, true); ticker.SetGamePreset(type, true);
shell.WriteLine($"Forced the game to start with preset {name}."); shell.WriteLine($"Forced the game to start with preset {name}.");
} }
} }

View File

@@ -1,5 +1,6 @@
using System; using System;
using Content.Server.Administration; using Content.Server.Administration;
using Content.Server.GameTicking.Presets;
using Content.Shared; using Content.Shared;
using Content.Shared.Administration; using Content.Shared.Administration;
using Content.Shared.CCVar; using Content.Shared.CCVar;
@@ -18,14 +19,14 @@ namespace Content.Server.GameTicking.Commands
public string Help => $"Usage: {Command} / {Command} <preset>"; public string Help => $"Usage: {Command} / {Command} <preset>";
public void Execute(IConsoleShell shell, string argStr, string[] args) public void Execute(IConsoleShell shell, string argStr, string[] args)
{ {
Type? preset = null; GamePresetPrototype? preset = null;
var presetName = string.Join(" ", args); var presetName = string.Join(" ", args);
var ticker = EntitySystem.Get<GameTicker>(); var ticker = EntitySystem.Get<GameTicker>();
if (args.Length > 0) if (args.Length > 0)
{ {
if (!ticker.TryGetPreset(presetName, out preset)) if (!ticker.TryFindGamePreset(presetName, out preset))
{ {
shell.WriteLine($"No preset found with name {presetName}"); shell.WriteLine($"No preset found with name {presetName}");
return; return;
@@ -39,7 +40,7 @@ namespace Content.Server.GameTicking.Commands
if (preset != null) if (preset != null)
{ {
ticker.SetStartPreset(preset); ticker.SetGamePreset(preset);
} }
shell.WriteLine($"Enabling the lobby and restarting the round.{(preset == null ? "" : $"\nPreset set to {presetName}")}"); shell.WriteLine($"Enabling the lobby and restarting the round.{(preset == null ? "" : $"\nPreset set to {presetName}")}");

View File

@@ -23,7 +23,7 @@ namespace Content.Server.GameTicking.Commands
var ticker = EntitySystem.Get<GameTicker>(); var ticker = EntitySystem.Get<GameTicker>();
ticker.SetStartPreset(args[0]); ticker.SetGamePreset(args[0]);
} }
} }
} }

View File

@@ -1,13 +1,13 @@
using System; using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Diagnostics.CodeAnalysis; using System.Diagnostics.CodeAnalysis;
using System.Reflection;
using Content.Server.GameTicking.Presets; using Content.Server.GameTicking.Presets;
using Content.Server.GameTicking.Rules;
using Content.Server.Ghost.Components;
using Content.Shared.CCVar; using Content.Shared.CCVar;
using Content.Shared.Preferences; using Content.Shared.Damage;
using Robust.Shared.Network; using Content.Shared.Damage.Prototypes;
using Robust.Shared.ViewVariables; using Content.Shared.MobState.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
namespace Content.Server.GameTicking namespace Content.Server.GameTicking
@@ -16,60 +16,20 @@ namespace Content.Server.GameTicking
{ {
public const float PresetFailedCooldownIncrease = 30f; public const float PresetFailedCooldownIncrease = 30f;
[ViewVariables] private Type? _presetType; private GamePresetPrototype? _preset;
[ViewVariables]
public GamePreset? Preset
{
get => _preset ?? MakeGamePreset(new Dictionary<NetUserId, HumanoidCharacterProfile>());
set => _preset = value;
}
public ImmutableDictionary<string, Type> Presets { get; private set; } = default!;
private GamePreset? _preset;
private void InitializeGamePreset() private void InitializeGamePreset()
{ {
var presets = new Dictionary<string, Type>(); SetGamePreset(_configurationManager.GetCVar(CCVars.GameLobbyDefaultPreset));
foreach (var type in _reflectionManager.FindTypesWithAttribute<GamePresetAttribute>())
{
var attribute = type.GetCustomAttribute<GamePresetAttribute>();
presets.Add(attribute!.Id.ToLowerInvariant(), type);
foreach (var alias in attribute.Aliases)
{
presets.Add(alias.ToLowerInvariant(), type);
}
} }
Presets = presets.ToImmutableDictionary(); public void SetGamePreset(GamePresetPrototype preset, bool force = false)
SetStartPreset(_configurationManager.GetCVar(CCVars.GameLobbyDefaultPreset));
}
public bool OnGhostAttempt(Mind.Mind mind, bool canReturnGlobal)
{
return Preset?.OnGhostAttempt(mind, canReturnGlobal) ?? false;
}
public bool TryGetPreset(string name, [NotNullWhen(true)] out Type? type)
{
name = name.ToLowerInvariant();
return Presets.TryGetValue(name, out type);
}
public void SetStartPreset(Type type, bool force = false)
{ {
// Do nothing if this game ticker is a dummy! // Do nothing if this game ticker is a dummy!
if (DummyTicker) if (DummyTicker)
return; return;
if (!typeof(GamePreset).IsAssignableFrom(type)) throw new ArgumentException("type must inherit GamePreset"); _preset = preset;
_presetType = type;
UpdateInfoText(); UpdateInfoText();
if (force) if (force)
@@ -78,21 +38,138 @@ namespace Content.Server.GameTicking
} }
} }
public void SetStartPreset(string name, bool force = false) public void SetGamePreset(string preset, bool force = false)
{ {
if (!TryGetPreset(name, out var type)) var proto = FindGamePreset(preset);
{ if(proto != null)
throw new NotSupportedException($"No preset found with name {name}"); SetGamePreset(proto, force);
} }
SetStartPreset(type, force); public GamePresetPrototype? FindGamePreset(string preset)
{
if (_prototypeManager.TryIndex(preset, out GamePresetPrototype? presetProto))
return presetProto;
foreach (var proto in _prototypeManager.EnumeratePrototypes<GamePresetPrototype>())
{
foreach (var alias in proto.Alias)
{
if (preset.Equals(alias, StringComparison.InvariantCultureIgnoreCase))
return proto;
}
} }
private GamePreset MakeGamePreset(Dictionary<NetUserId, HumanoidCharacterProfile> readyProfiles) return null;
}
public bool TryFindGamePreset(string preset, [NotNullWhen(true)] out GamePresetPrototype? prototype)
{ {
var preset = _dynamicTypeFactory.CreateInstance<GamePreset>(_presetType ?? typeof(PresetSandbox)); prototype = FindGamePreset(preset);
preset.ReadyProfiles = readyProfiles;
return preset; return prototype != null;
}
private bool AddGamePresetRules()
{
if (DummyTicker || _preset == null)
return false;
foreach (var rule in _preset.Rules)
{
if (!_prototypeManager.TryIndex(rule, out GameRulePrototype? ruleProto))
continue;
AddGameRule(ruleProto);
}
return true;
}
public bool OnGhostAttempt(Mind.Mind mind, bool canReturnGlobal)
{
var handleEv = new GhostAttemptHandleEvent(mind, canReturnGlobal);
RaiseLocalEvent(handleEv);
// Something else has handled the ghost attempt for us! We return its result.
if (handleEv.Handled)
return handleEv.Result;
var playerEntity = mind.OwnedEntity;
var entities = IoCManager.Resolve<IEntityManager>();
if (entities.HasComponent<GhostComponent>(playerEntity))
return false;
if (mind.VisitingEntity != default)
{
mind.UnVisit();
}
var position = playerEntity is {Valid: true}
? Transform(playerEntity.Value).Coordinates
: GetObserverSpawnPoint();
// Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning.
// There's no reason at this time to move it to any other place, especially given that the 'side effects required' situations would also have to be moved.
// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
// Note that we could theoretically be ICly dead and still physically alive and vice versa.
// (For example, a zombie could be dead ICly, but may retain memories and is definitely physically active)
// + If we're in a mob that is critical, and we're supposed to be able to return if possible,
// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK.
// (If the mob survives, that's a bug. Ghosting is kept regardless.)
var canReturn = canReturnGlobal && mind.CharacterDeadPhysically;
if (canReturnGlobal && TryComp(playerEntity, out MobStateComponent? mobState))
{
if (mobState.IsCritical())
{
canReturn = true;
//todo: what if they dont breathe lol
//cry deeply
DamageSpecifier damage = new(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 200);
_damageable.TryChangeDamage(playerEntity, damage, true);
}
}
var ghost = Spawn("MobObserver", position.ToMap(entities));
// Try setting the ghost entity name to either the character name or the player name.
// If all else fails, it'll default to the default entity prototype name, "observer".
// However, that should rarely happen.
var meta = MetaData(ghost);
if(!string.IsNullOrWhiteSpace(mind.CharacterName))
meta.EntityName = mind.CharacterName;
else if (!string.IsNullOrWhiteSpace(mind.Session?.Name))
meta.EntityName = mind.Session.Name;
var ghostComponent = Comp<GhostComponent>(ghost);
if (mind.TimeOfDeath.HasValue)
{
ghostComponent.TimeOfDeath = mind.TimeOfDeath!.Value;
}
_ghosts.SetCanReturnToBody(ghostComponent, canReturn);
if (canReturn)
mind.Visit(ghost);
else
mind.TransferTo(ghost);
return true;
}
}
public class GhostAttemptHandleEvent : HandledEntityEventArgs
{
public Mind.Mind Mind { get; }
public bool CanReturnGlobal { get; }
public bool Result { get; set; }
public GhostAttemptHandleEvent(Mind.Mind mind, bool canReturnGlobal)
{
Mind = mind;
CanReturnGlobal = canReturnGlobal;
} }
} }
} }

View File

@@ -1,5 +1,5 @@
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using Content.Server.GameTicking.Rules; using Content.Server.GameTicking.Rules;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -7,66 +7,68 @@ namespace Content.Server.GameTicking
{ {
public partial class GameTicker public partial class GameTicker
{ {
[ViewVariables] private readonly List<GameRule> _gameRules = new(); // No duplicates.
public IEnumerable<GameRule> ActiveGameRules => _gameRules; [ViewVariables] private readonly HashSet<GameRulePrototype> _gameRules = new();
public IEnumerable<GameRulePrototype> ActiveGameRules => _gameRules;
public T AddGameRule<T>() where T : GameRule, new() public bool AddGameRule(GameRulePrototype rule)
{ {
var instance = _dynamicTypeFactory.CreateInstance<T>(); if (!_gameRules.Add(rule))
_gameRules.Add(instance);
instance.Added();
RaiseLocalEvent(new GameRuleAddedEvent(instance));
return instance;
}
public bool HasGameRule(string? name)
{
if (name == null)
return false; return false;
foreach (var rule in _gameRules) RaiseLocalEvent(new GameRuleAddedEvent(rule));
{
if (rule.GetType().Name == name)
{
return true; return true;
} }
}
return false; public bool RemoveGameRule(GameRulePrototype rule)
}
public bool HasGameRule(Type? type)
{ {
if (type == null || !typeof(GameRule).IsAssignableFrom(type)) if (!_gameRules.Remove(rule))
return false; return false;
foreach (var rule in _gameRules) RaiseLocalEvent(new GameRuleRemovedEvent(rule));
return true;
}
public bool HasGameRule(GameRulePrototype rule)
{ {
if (rule.GetType().IsAssignableFrom(type)) return _gameRules.Contains(rule);
}
public bool HasGameRule(string rule)
{
foreach (var ruleProto in _gameRules)
{
if (ruleProto.ID.Equals(rule))
return true; return true;
} }
return false; return false;
} }
public void RemoveGameRule(GameRule rule) public void ClearGameRules()
{ {
if (_gameRules.Contains(rule)) return; foreach (var rule in _gameRules.ToArray())
{
rule.Removed(); RemoveGameRule(rule);
}
_gameRules.Remove(rule);
} }
} }
public class GameRuleAddedEvent public class GameRuleAddedEvent
{ {
public GameRule Rule { get; } public GameRulePrototype Rule { get; }
public GameRuleAddedEvent(GameRule rule) public GameRuleAddedEvent(GameRulePrototype rule)
{
Rule = rule;
}
}
public class GameRuleRemovedEvent
{
public GameRulePrototype Rule { get; }
public GameRuleRemovedEvent(GameRulePrototype rule)
{ {
Rule = rule; Rule = rule;
} }

View File

@@ -37,15 +37,15 @@ namespace Content.Server.GameTicking
private string GetInfoText() private string GetInfoText()
{ {
if (Preset == null) if (_preset == null)
{ {
return string.Empty; return string.Empty;
} }
var map = _gameMapManager.GetSelectedMap(); var map = _gameMapManager.GetSelectedMap();
var mapName = map?.MapName ?? Loc.GetString("game-ticker-no-map-selected"); var mapName = map?.MapName ?? Loc.GetString("game-ticker-no-map-selected");
var gmTitle = Preset.ModeTitle; var gmTitle = Loc.GetString(_preset.ModeTitle);
var desc = Preset.Description; var desc = Loc.GetString(_preset.Description);
return Loc.GetString("game-ticker-get-info-text",("mapName", mapName),("gmTitle", gmTitle),("desc", desc)); return Loc.GetString("game-ticker-get-info-text",("mapName", mapName),("gmTitle", gmTitle),("desc", desc));
} }

View File

@@ -127,7 +127,7 @@ namespace Content.Server.GameTicking
return (HumanoidCharacterProfile) _prefsManager.GetPreferences(p.UserId).SelectedCharacter; return (HumanoidCharacterProfile) _prefsManager.GetPreferences(p.UserId).SelectedCharacter;
} }
private void PlayerJoinGame(IPlayerSession session) public void PlayerJoinGame(IPlayerSession session)
{ {
_chatManager.DispatchServerMessage(session, Loc.GetString("game-ticker-player-join-game-message")); _chatManager.DispatchServerMessage(session, Loc.GetString("game-ticker-player-join-game-message"));

View File

@@ -18,6 +18,7 @@ using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Maths; using Robust.Shared.Maths;
using Robust.Shared.Network;
using Robust.Shared.Player; using Robust.Shared.Player;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Utility; using Robust.Shared.Utility;
@@ -64,6 +65,7 @@ namespace Content.Server.GameTicking
private void PreRoundSetup() private void PreRoundSetup()
{ {
DefaultMap = _mapManager.CreateMap(); DefaultMap = _mapManager.CreateMap();
_pauseManager.AddUninitializedMap(DefaultMap);
var startTime = _gameTiming.RealTime; var startTime = _gameTiming.RealTime;
var map = _gameMapManager.GetSelectedMapChecked(true); var map = _gameMapManager.GetSelectedMapChecked(true);
var grid = _mapLoader.LoadBlueprint(DefaultMap, map.MapPath); var grid = _mapLoader.LoadBlueprint(DefaultMap, map.MapPath);
@@ -108,6 +110,8 @@ namespace Content.Server.GameTicking
SendServerMessage(Loc.GetString("game-ticker-start-round")); SendServerMessage(Loc.GetString("game-ticker-start-round"));
AddGamePresetRules();
List<IPlayerSession> readyPlayers; List<IPlayerSession> readyPlayers;
if (LobbyEnabled) if (LobbyEnabled)
{ {
@@ -118,9 +122,6 @@ namespace Content.Server.GameTicking
readyPlayers = _playersInLobby.Keys.ToList(); readyPlayers = _playersInLobby.Keys.ToList();
} }
_roundStartDateTime = DateTime.UtcNow;
RunLevel = GameRunLevel.InRound;
RoundLengthMetric.Set(0); RoundLengthMetric.Set(0);
var playerIds = _playersInLobby.Keys.Select(player => player.UserId.UserId).ToArray(); var playerIds = _playersInLobby.Keys.Select(player => player.UserId.UserId).ToArray();
@@ -143,10 +144,58 @@ namespace Content.Server.GameTicking
} }
} }
var origReadyPlayers = readyPlayers.ToArray();
var startAttempt = new RoundStartAttemptEvent(origReadyPlayers, force);
RaiseLocalEvent(startAttempt);
var presetTitle = _preset != null ? Loc.GetString(_preset.ModeTitle) : string.Empty;
void FailedPresetRestart()
{
SendServerMessage(Loc.GetString("game-ticker-start-round-cannot-start-game-mode-restart", ("failedGameMode", presetTitle)));
RestartRound();
DelayStart(TimeSpan.FromSeconds(PresetFailedCooldownIncrease));
}
if (startAttempt.Cancelled)
{
if (_configurationManager.GetCVar(CCVars.GameLobbyFallbackEnabled))
{
var oldPreset = _preset;
ClearGameRules();
SetGamePreset(_configurationManager.GetCVar(CCVars.GameLobbyFallbackPreset));
AddGamePresetRules();
startAttempt.Uncancel();
RaiseLocalEvent(startAttempt);
_chatManager.DispatchServerAnnouncement(
Loc.GetString("game-ticker-start-round-cannot-start-game-mode-fallback",
("failedGameMode", presetTitle),
("fallbackMode", Loc.GetString(_preset!.ModeTitle))));
if (startAttempt.Cancelled)
{
FailedPresetRestart();
}
RefreshLateJoinAllowed();
}
else
{
FailedPresetRestart();
return;
}
}
// Allow game rules to spawn players by themselves if needed. (For example, nuke ops or wizard)
RaiseLocalEvent(new RulePlayerSpawningEvent(readyPlayers, profiles, force));
var assignedJobs = AssignJobs(readyPlayers, profiles); var assignedJobs = AssignJobs(readyPlayers, profiles);
// For players without jobs, give them the overflow job if they have that set... // For players without jobs, give them the overflow job if they have that set...
foreach (var player in readyPlayers) foreach (var player in origReadyPlayers)
{ {
if (assignedJobs.ContainsKey(player)) if (assignedJobs.ContainsKey(player))
{ {
@@ -188,39 +237,15 @@ namespace Content.Server.GameTicking
SpawnPlayer(player, profiles[player.UserId], station, job, false); SpawnPlayer(player, profiles[player.UserId], station, job, false);
} }
// Time to start the preset. RefreshLateJoinAllowed();
Preset = MakeGamePreset(profiles);
DisallowLateJoin |= Preset.DisallowLateJoin; // Allow rules to add roles to players who have been spawned in. (For example, on-station traitors)
RaiseLocalEvent(new RulePlayerJobsAssignedEvent(assignedJobs.Keys.ToArray(), profiles, force));
if (!Preset.Start(assignedJobs.Keys.ToList(), force)) _pauseManager.DoMapInitialize(DefaultMap);
{
if (_configurationManager.GetCVar(CCVars.GameLobbyFallbackEnabled))
{
SetStartPreset(_configurationManager.GetCVar(CCVars.GameLobbyFallbackPreset));
var newPreset = MakeGamePreset(profiles);
_chatManager.DispatchServerAnnouncement(
Loc.GetString("game-ticker-start-round-cannot-start-game-mode-fallback",
("failedGameMode", Preset.ModeTitle),
("fallbackMode", newPreset.ModeTitle)));
if (!newPreset.Start(readyPlayers, force))
{
throw new ApplicationException("Fallback preset failed to start!");
}
DisallowLateJoin = false; _roundStartDateTime = DateTime.UtcNow;
DisallowLateJoin |= newPreset.DisallowLateJoin; RunLevel = GameRunLevel.InRound;
Preset = newPreset;
}
else
{
SendServerMessage(Loc.GetString("game-ticker-start-round-cannot-start-game-mode-restart", ("failedGameMode", Preset.ModeTitle)));
RestartRound();
DelayStart(TimeSpan.FromSeconds(PresetFailedCooldownIncrease));
return;
}
}
Preset.OnGameStarted();
_roundStartTimeSpan = _gameTiming.RealTime; _roundStartTimeSpan = _gameTiming.RealTime;
SendStatusToAll(); SendStatusToAll();
@@ -229,6 +254,13 @@ namespace Content.Server.GameTicking
UpdateJobsAvailable(); UpdateJobsAvailable();
} }
private void RefreshLateJoinAllowed()
{
var refresh = new RefreshLateJoinAllowedEvent();
RaiseLocalEvent(refresh);
DisallowLateJoin = refresh.DisallowLateJoin;
}
public void EndRound(string text = "") public void EndRound(string text = "")
{ {
// If this game ticker is a dummy, do nothing! // If this game ticker is a dummy, do nothing!
@@ -241,8 +273,13 @@ namespace Content.Server.GameTicking
RunLevel = GameRunLevel.PostRound; RunLevel = GameRunLevel.PostRound;
//Tell every client the round has ended. //Tell every client the round has ended.
var gamemodeTitle = Preset?.ModeTitle ?? string.Empty; var gamemodeTitle = _preset != null ? Loc.GetString(_preset.ModeTitle) : string.Empty;
var roundEndText = text + $"\n{Preset?.GetRoundEndDescription() ?? string.Empty}";
// Let things add text here.
var textEv = new RoundEndTextAppendEvent();
RaiseLocalEvent(textEv);
var roundEndText = $"{text}\n{textEv.Text}";
//Get the timespan of the round. //Get the timespan of the round.
var roundDuration = RoundDuration(); var roundDuration = RoundDuration();
@@ -332,8 +369,6 @@ namespace Content.Server.GameTicking
} }
else else
{ {
Preset = null;
if (_playerManager.PlayerCount == 0) if (_playerManager.PlayerCount == 0)
_roundStartCountdownHasNotStartedYetDueToNoPlayers = true; _roundStartCountdownHasNotStartedYetDueToNoPlayers = true;
else else
@@ -375,10 +410,7 @@ namespace Content.Server.GameTicking
_mapManager.Restart(); _mapManager.Restart();
// Clear up any game rules. // Clear up any game rules.
foreach (var rule in _gameRules) ClearGameRules();
{
rule.Removed();
}
_gameRules.Clear(); _gameRules.Clear();
@@ -452,4 +484,102 @@ namespace Content.Server.GameTicking
New = @new; New = @new;
} }
} }
/// <summary>
/// Event raised to refresh the late join status.
/// If you want to disallow late joins, listen to this and call Disallow.
/// </summary>
public class RefreshLateJoinAllowedEvent
{
public bool DisallowLateJoin { get; private set; } = false;
public void Disallow()
{
DisallowLateJoin = true;
}
}
/// <summary>
/// Attempt event raised on round start.
/// This can be listened to by GameRule systems to cancel round start if some condition is not met, like player count.
/// </summary>
public class RoundStartAttemptEvent : CancellableEntityEventArgs
{
public IPlayerSession[] Players { get; }
public bool Forced { get; }
public RoundStartAttemptEvent(IPlayerSession[] players, bool forced)
{
Players = players;
Forced = forced;
}
}
/// <summary>
/// Event raised before readied up players are spawned and given jobs by the GameTicker.
/// You can use this to spawn people off-station, like in the case of nuke ops or wizard.
/// Remove the players you spawned from the PlayerPool and call <see cref="GameTicker.PlayerJoinGame"/> on them.
/// </summary>
public class RulePlayerSpawningEvent
{
/// <summary>
/// Pool of players to be spawned.
/// If you want to handle a specific player being spawned, remove it from this list and do what you need.
/// </summary>
/// <remarks>If you spawn a player by yourself from this event, don't forget to call <see cref="GameTicker.PlayerJoinGame"/> on them.</remarks>
public List<IPlayerSession> PlayerPool { get; }
public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
public bool Forced { get; }
public RulePlayerSpawningEvent(List<IPlayerSession> playerPool, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
{
PlayerPool = playerPool;
Profiles = profiles;
Forced = forced;
}
}
/// <summary>
/// Event raised after players were assigned jobs by the GameTicker.
/// You can give on-station people special roles by listening to this event.
/// </summary>
public class RulePlayerJobsAssignedEvent
{
public IPlayerSession[] Players { get; }
public IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> Profiles { get; }
public bool Forced { get; }
public RulePlayerJobsAssignedEvent(IPlayerSession[] players, IReadOnlyDictionary<NetUserId, HumanoidCharacterProfile> profiles, bool forced)
{
Players = players;
Profiles = profiles;
Forced = forced;
}
}
/// <summary>
/// Event raised to allow subscribers to add text to the round end summary screen.
/// </summary>
public class RoundEndTextAppendEvent
{
private bool _doNewLine;
/// <summary>
/// Text to display in the round end summary screen.
/// </summary>
public string Text { get; private set; } = string.Empty;
/// <summary>
/// Invoke this method to add text to the round end summary screen.
/// </summary>
/// <param name="text"></param>
public void AddLine(string text)
{
if (_doNewLine)
Text += "\n";
Text += text;
_doNewLine = true;
}
}
} }

View File

@@ -63,6 +63,10 @@ namespace Content.Server.GameTicking
private void SpawnPlayer(IPlayerSession player, HumanoidCharacterProfile character, StationId station, string? jobId = null, bool lateJoin = true) private void SpawnPlayer(IPlayerSession player, HumanoidCharacterProfile character, StationId station, string? jobId = null, bool lateJoin = true)
{ {
// Can't spawn players with a dummy ticker!
if (DummyTicker)
return;
if (station == StationId.Invalid) if (station == StationId.Invalid)
{ {
var stations = _stationSystem.StationInfo.Keys.ToList(); var stations = _stationSystem.StationInfo.Keys.ToList();
@@ -73,16 +77,23 @@ namespace Content.Server.GameTicking
station = stations[0]; station = stations[0];
} }
// Can't spawn players with a dummy ticker!
if (DummyTicker)
return;
if (lateJoin && DisallowLateJoin) if (lateJoin && DisallowLateJoin)
{ {
MakeObserve(player); MakeObserve(player);
return; return;
} }
// We raise this event to allow other systems to handle spawning this player themselves. (e.g. late-join wizard, etc)
var bev = new PlayerBeforeSpawnEvent(player, character, jobId, lateJoin, station);
RaiseLocalEvent(bev);
// Do nothing, something else has handled spawning this player for us!
if (bev.Handled)
{
PlayerJoinGame(player);
return;
}
// Pick best job best on prefs. // Pick best job best on prefs.
jobId ??= PickBestAvailableJob(character, station); jobId ??= PickBestAvailableJob(character, station);
// If no job available, just bail out. // If no job available, just bail out.
@@ -143,7 +154,9 @@ namespace Content.Server.GameTicking
else else
_adminLogSystem.Add(LogType.RoundStartJoin, LogImpact.Medium, $"Player {player.Name} joined as {character.Name:characterName} on station {_stationSystem.StationInfo[station].Name:stationName} with {ToPrettyString(mob):entity} as a {job.Name:jobName}."); _adminLogSystem.Add(LogType.RoundStartJoin, LogImpact.Medium, $"Player {player.Name} joined as {character.Name:characterName} on station {_stationSystem.StationInfo[station].Name:stationName} with {ToPrettyString(mob):entity} as a {job.Name:jobName}.");
Preset?.OnSpawnPlayerCompleted(player, mob, lateJoin); // We raise this event directed to the mob, but also broadcast it so game rules can do something now.
var aev = new PlayerSpawnCompleteEvent(mob, player, jobId, lateJoin, station, character);
RaiseLocalEvent(mob, aev);
} }
public void Respawn(IPlayerSession player) public void Respawn(IPlayerSession player)
@@ -355,4 +368,52 @@ namespace Content.Server.GameTicking
} }
#endregion #endregion
} }
/// <summary>
/// Event raised broadcast before a player is spawned by the GameTicker.
/// You can use this event to spawn a player off-station on late-join but also at round start.
/// When this event is handled, the GameTicker will not perform its own player-spawning logic.
/// </summary>
public class PlayerBeforeSpawnEvent : HandledEntityEventArgs
{
public IPlayerSession Player { get; }
public HumanoidCharacterProfile Profile { get; }
public string? JobId { get; }
public bool LateJoin { get; }
public StationId Station { get; }
public PlayerBeforeSpawnEvent(IPlayerSession player, HumanoidCharacterProfile profile, string? jobId, bool lateJoin, StationId station)
{
Player = player;
Profile = profile;
JobId = jobId;
LateJoin = lateJoin;
Station = station;
}
}
/// <summary>
/// Event raised both directed and broadcast when a player has been spawned by the GameTicker.
/// You can use this to handle people late-joining, or to handle people being spawned at round start.
/// Can be used to give random players a role, modify their equipment, etc.
/// </summary>
public class PlayerSpawnCompleteEvent : EntityEventArgs
{
public EntityUid Mob { get; }
public IPlayerSession Player { get; }
public string? JobId { get; }
public bool LateJoin { get; }
public StationId Station { get; }
public HumanoidCharacterProfile Profile { get; }
public PlayerSpawnCompleteEvent(EntityUid mob, IPlayerSession player, string? jobId, bool lateJoin, StationId station, HumanoidCharacterProfile profile)
{
Mob = mob;
Player = player;
JobId = jobId;
LateJoin = lateJoin;
Station = station;
Profile = profile;
}
}
} }

View File

@@ -1,12 +1,14 @@
using Content.Server.Administration.Logs; using Content.Server.Administration.Logs;
using Content.Server.CharacterAppearance.Systems; using Content.Server.CharacterAppearance.Systems;
using Content.Server.Chat.Managers; using Content.Server.Chat.Managers;
using Content.Server.Ghost;
using Content.Server.Maps; using Content.Server.Maps;
using Content.Server.PDA; using Content.Server.PDA;
using Content.Server.Preferences.Managers; using Content.Server.Preferences.Managers;
using Content.Server.Roles; using Content.Server.Roles;
using Content.Server.Station; using Content.Server.Station;
using Content.Shared.Chat; using Content.Shared.Chat;
using Content.Shared.Damage;
using Content.Shared.GameTicking; using Content.Shared.GameTicking;
using Content.Shared.GameWindow; using Content.Shared.GameWindow;
using Robust.Server; using Robust.Server;
@@ -83,17 +85,18 @@ namespace Content.Server.GameTicking
[Dependency] private readonly IConfigurationManager _configurationManager = default!; [Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!; [Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IServerNetManager _netManager = default!; [Dependency] private readonly IServerNetManager _netManager = default!;
[Dependency] private readonly IDynamicTypeFactory _dynamicTypeFactory = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!; [Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IServerPreferencesManager _prefsManager = default!; [Dependency] private readonly IServerPreferencesManager _prefsManager = default!;
[Dependency] private readonly IBaseServer _baseServer = default!; [Dependency] private readonly IBaseServer _baseServer = default!;
[Dependency] private readonly IWatchdogApi _watchdogApi = default!; [Dependency] private readonly IWatchdogApi _watchdogApi = default!;
[Dependency] private readonly IReflectionManager _reflectionManager = default!;
[Dependency] private readonly IGameMapManager _gameMapManager = default!; [Dependency] private readonly IGameMapManager _gameMapManager = default!;
[Dependency] private readonly IPauseManager _pauseManager = default!;
[Dependency] private readonly StationSystem _stationSystem = default!; [Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly AdminLogSystem _adminLogSystem = default!; [Dependency] private readonly AdminLogSystem _adminLogSystem = default!;
[Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearanceSystem = default!; [Dependency] private readonly HumanoidAppearanceSystem _humanoidAppearanceSystem = default!;
[Dependency] private readonly PDASystem _pdaSystem = default!; [Dependency] private readonly PDASystem _pdaSystem = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly GhostSystem _ghosts = default!;
} }
} }

View File

@@ -1,107 +0,0 @@
#nullable enable annotations
using System.Collections.Generic;
using Content.Server.Ghost.Components;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Ghost;
using Content.Shared.MobState.Components;
using Content.Shared.Preferences;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Presets
{
/// <summary>
/// A round-start setup preset, such as which antagonists to spawn.
/// </summary>
public abstract class GamePreset
{
[Dependency] private readonly IEntityManager _entities = default!;
public abstract bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false);
public virtual string ModeTitle => "Sandbox";
public virtual string Description => "Secret!";
public virtual bool DisallowLateJoin => false;
public Dictionary<NetUserId, HumanoidCharacterProfile> ReadyProfiles = new();
public virtual void OnGameStarted() { }
/// <summary>
/// Called when a player is spawned in (this includes, but is not limited to, before Start)
/// </summary>
public virtual void OnSpawnPlayerCompleted(IPlayerSession session, EntityUid mob, bool lateJoin) { }
/// <summary>
/// Called when a player attempts to ghost.
/// </summary>
public virtual bool OnGhostAttempt(Mind.Mind mind, bool canReturnGlobal)
{
var playerEntity = mind.OwnedEntity;
var entities = IoCManager.Resolve<IEntityManager>();
if (entities.HasComponent<GhostComponent>(playerEntity))
return false;
if (mind.VisitingEntity != default)
{
mind.UnVisit();
}
var position = playerEntity is {Valid: true}
? _entities.GetComponent<TransformComponent>(playerEntity.Value).Coordinates
: EntitySystem.Get<GameTicker>().GetObserverSpawnPoint();
// Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning.
// There's no reason at this time to move it to any other place, especially given that the 'side effects required' situations would also have to be moved.
// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
// Note that we could theoretically be ICly dead and still physically alive and vice versa.
// (For example, a zombie could be dead ICly, but may retain memories and is definitely physically active)
// + If we're in a mob that is critical, and we're supposed to be able to return if possible,
/// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK.
// (If the mob survives, that's a bug. Ghosting is kept regardless.)
var canReturn = canReturnGlobal && mind.CharacterDeadPhysically;
if (canReturnGlobal && entities.TryGetComponent(playerEntity, out MobStateComponent? mobState))
{
if (mobState.IsCritical())
{
canReturn = true;
//todo: what if they dont breathe lol
//cry deeply
DamageSpecifier damage = new(IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>("Asphyxiation"), 200);
EntitySystem.Get<DamageableSystem>().TryChangeDamage(playerEntity, damage, true);
}
}
var ghost = entities.SpawnEntity("MobObserver", position.ToMap(entities));
// Try setting the ghost entity name to either the character name or the player name.
// If all else fails, it'll default to the default entity prototype name, "observer".
// However, that should rarely happen.
if(!string.IsNullOrWhiteSpace(mind.CharacterName))
entities.GetComponent<MetaDataComponent>(ghost).EntityName = mind.CharacterName;
else if (!string.IsNullOrWhiteSpace(mind.Session?.Name))
entities.GetComponent<MetaDataComponent>(ghost).EntityName = mind.Session.Name;
var ghostComponent = entities.GetComponent<GhostComponent>(ghost);
if (mind.TimeOfDeath.HasValue)
{
ghostComponent.TimeOfDeath = mind.TimeOfDeath!.Value;
}
EntitySystem.Get<SharedGhostSystem>().SetCanReturnToBody(ghostComponent, canReturn);
if (canReturn)
mind.Visit(ghost);
else
mind.TransferTo(ghost);
return true;
}
public virtual string GetRoundEndDescription() => string.Empty;
}
}

View File

@@ -1,27 +0,0 @@
using System;
using System.Collections.Immutable;
using JetBrains.Annotations;
namespace Content.Server.GameTicking.Presets
{
/// <summary>
/// Attribute that marks a game preset.
/// The id and aliases are registered in lowercase in <see cref="GameTicker"/>.
/// A duplicate id or alias will throw an exception.
/// </summary>
[AttributeUsage(AttributeTargets.Class, Inherited = false)]
[BaseTypeRequired(typeof(GamePreset))]
[MeansImplicitUse]
public class GamePresetAttribute : Attribute
{
public string Id { get; }
public ImmutableList<string> Aliases { get; }
public GamePresetAttribute(string id, params string[] aliases)
{
Id = id;
Aliases = aliases.ToImmutableList();
}
}
}

View File

@@ -0,0 +1,34 @@
using System;
using System.Collections.Generic;
using Content.Server.GameTicking.Rules;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
namespace Content.Server.GameTicking.Presets
{
/// <summary>
/// A round-start setup preset, such as which antagonists to spawn.
/// </summary>
[Prototype("gamePreset")]
public class GamePresetPrototype : IPrototype
{
[DataField("id", required:true)]
public string ID { get; } = default!;
[DataField("alias")]
public string[] Alias { get; } = Array.Empty<string>();
[DataField("name")]
public string ModeTitle { get; } = "????";
[DataField("description")]
public string Description { get; } = string.Empty;
[DataField("showInVote")]
public bool ShowInVote { get; } = false;
[DataField("rules", customTypeSerializer:typeof(PrototypeIdListSerializer<GameRulePrototype>))]
public IReadOnlyList<string> Rules { get; } = Array.Empty<string>();
}
}

View File

@@ -1,21 +0,0 @@
using System.Collections.Generic;
using Content.Server.GameTicking.Rules;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Presets
{
[GamePreset("deathmatch")]
public sealed class PresetDeathMatch : GamePreset
{
public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
{
EntitySystem.Get<GameTicker>().AddGameRule<RuleDeathMatch>();
return true;
}
public override string ModeTitle => "Deathmatch";
public override string Description => "Kill anything that moves!";
}
}

View File

@@ -1,18 +0,0 @@
using System.Collections.Generic;
using Robust.Server.Player;
namespace Content.Server.GameTicking.Presets
{
[GamePreset("extended")]
public class PresetExtended : GamePreset
{
public override string Description => "No antagonists, have fun!";
public override string ModeTitle => "Extended";
public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
{
// We do nothing. This is extended after all...
return true;
}
}
}

View File

@@ -1,22 +0,0 @@
using System.Collections.Generic;
using Content.Server.Sandbox;
using Robust.Server.Player;
using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Presets
{
[GamePreset("sandbox")]
public sealed class PresetSandbox : GamePreset
{
[Dependency] private readonly ISandboxManager _sandboxManager = default!;
public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
{
_sandboxManager.IsSandboxEnabled = true;
return true;
}
public override string ModeTitle => "Sandbox";
public override string Description => "No stress, build something!";
}
}

View File

@@ -1,146 +0,0 @@
using System.Collections.Generic;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules;
using Content.Server.Players;
using Content.Server.Suspicion;
using Content.Server.Suspicion.Roles;
using Content.Server.Traitor.Uplink;
using Content.Server.Traitor.Uplink.Account;
using Content.Shared.CCVar;
using Content.Shared.Roles;
using Content.Shared.Traitor.Uplink;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Presets
{
[GamePreset("suspicion")]
public class PresetSuspicion : GamePreset
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] protected readonly IEntityManager EntityManager = default!;
public int MinPlayers { get; set; }
public int MinTraitors { get; set; }
public int PlayersPerTraitor { get; set; }
public int TraitorStartingBalance { get; set; }
public override bool DisallowLateJoin => true;
private static string TraitorID = "SuspicionTraitor";
private static string InnocentID = "SuspicionInnocent";
public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
{
MinPlayers = _cfg.GetCVar(CCVars.SuspicionMinPlayers);
MinTraitors = _cfg.GetCVar(CCVars.SuspicionMinTraitors);
PlayersPerTraitor = _cfg.GetCVar(CCVars.SuspicionPlayersPerTraitor);
TraitorStartingBalance = _cfg.GetCVar(CCVars.SuspicionStartingBalance);
if (!force && readyPlayers.Count < MinPlayers)
{
_chatManager.DispatchServerAnnouncement($"Not enough players readied up for the game! There were {readyPlayers.Count} players readied up out of {MinPlayers} needed.");
return false;
}
if (readyPlayers.Count == 0)
{
_chatManager.DispatchServerAnnouncement("No players readied up! Can't start Suspicion.");
return false;
}
var list = new List<IPlayerSession>(readyPlayers);
var prefList = new List<IPlayerSession>();
foreach (var player in list)
{
if (!ReadyProfiles.ContainsKey(player.UserId) || player.AttachedEntity is not {} attached)
{
continue;
}
prefList.Add(player);
attached.EnsureComponent<SuspicionRoleComponent>();
}
var numTraitors = MathHelper.Clamp(readyPlayers.Count / PlayersPerTraitor,
MinTraitors, readyPlayers.Count);
var traitors = new List<SuspicionTraitorRole>();
for (var i = 0; i < numTraitors; i++)
{
IPlayerSession traitor;
if(prefList.Count == 0)
{
if (list.Count == 0)
{
Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
break;
}
traitor = _random.PickAndTake(list);
Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
}
else
{
traitor = _random.PickAndTake(prefList);
list.Remove(traitor);
Logger.InfoS("preset", "Selected a preferred traitor.");
}
var mind = traitor.Data.ContentData()?.Mind;
var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorID);
DebugTools.AssertNotNull(mind?.OwnedEntity);
var traitorRole = new SuspicionTraitorRole(mind!, antagPrototype);
mind!.AddRole(traitorRole);
traitors.Add(traitorRole);
// creadth: we need to create uplink for the antag.
// PDA should be in place already, so we just need to
// initiate uplink account.
var uplinkAccount = new UplinkAccount(TraitorStartingBalance, mind.OwnedEntity!);
var accounts = EntityManager.EntitySysManager.GetEntitySystem<UplinkAccountsSystem>();
accounts.AddNewAccount(uplinkAccount);
// try to place uplink
if (!EntityManager.EntitySysManager.GetEntitySystem<UplinkSystem>()
.AddUplink(mind.OwnedEntity!.Value, uplinkAccount))
continue;
}
foreach (var player in list)
{
var mind = player.Data.ContentData()?.Mind;
var antagPrototype = _prototypeManager.Index<AntagPrototype>(InnocentID);
DebugTools.AssertNotNull(mind);
mind!.AddRole(new SuspicionInnocentRole(mind, antagPrototype));
}
foreach (var traitor in traitors)
{
traitor.GreetSuspicion(traitors, _chatManager);
}
EntitySystem.Get<GameTicker>().AddGameRule<RuleSuspicion>();
return true;
}
public override string ModeTitle => "Suspicion";
public override string Description => "Suspicion on the Space Station. There are traitors on board... Can you kill them before they kill you?";
}
}

View File

@@ -1,244 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules;
using Content.Server.Objectives.Interfaces;
using Content.Server.Players;
using Content.Server.Roles;
using Content.Server.Traitor;
using Content.Server.Traitor.Uplink;
using Content.Server.Traitor.Uplink.Account;
using Content.Shared.CCVar;
using Content.Shared.Dataset;
using Content.Shared.Traitor.Uplink;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Presets
{
[GamePreset("traitor")]
public class PresetTraitor : GamePreset
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] protected readonly IEntityManager EntityManager = default!;
public override string ModeTitle => Loc.GetString("traitor-title");
private int MinPlayers { get; set; }
private int PlayersPerTraitor { get; set; }
private int MaxTraitors { get; set; }
private int CodewordCount { get; set; }
private int StartingBalance { get; set; }
private float MaxDifficulty { get; set; }
private int MaxPicks { get; set; }
private readonly List<TraitorRole> _traitors = new ();
public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
{
MinPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
PlayersPerTraitor = _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
MaxTraitors = _cfg.GetCVar(CCVars.TraitorMaxTraitors);
CodewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
StartingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance);
MaxDifficulty = _cfg.GetCVar(CCVars.TraitorMaxDifficulty);
MaxPicks = _cfg.GetCVar(CCVars.TraitorMaxPicks);
if (!force && readyPlayers.Count < MinPlayers)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-not-enough-ready-players", ("readyPlayersCount", readyPlayers.Count), ("minimumPlayers", MinPlayers)));
return false;
}
if (readyPlayers.Count == 0)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-no-one-ready"));
return false;
}
var list = new List<IPlayerSession>(readyPlayers).Where(x =>
x.Data.ContentData()?.Mind?.AllRoles.All(role => role is not Job {CanBeAntag: false}) ?? false
).ToList();
var prefList = new List<IPlayerSession>();
foreach (var player in list)
{
if (!ReadyProfiles.ContainsKey(player.UserId))
{
continue;
}
var profile = ReadyProfiles[player.UserId];
if (profile.AntagPreferences.Contains("Traitor"))
{
prefList.Add(player);
}
}
var numTraitors = MathHelper.Clamp(readyPlayers.Count / PlayersPerTraitor,
1, MaxTraitors);
for (var i = 0; i < numTraitors; i++)
{
IPlayerSession traitor;
if(prefList.Count < numTraitors)
{
if (list.Count == 0)
{
Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
break;
}
traitor = _random.PickAndTake(list);
Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
}
else
{
traitor = _random.PickAndTake(prefList);
list.Remove(traitor);
Logger.InfoS("preset", "Selected a preferred traitor.");
}
var mind = traitor.Data.ContentData()?.Mind;
if (mind == null)
{
Logger.ErrorS("preset", "Failed getting mind for picked traitor.");
continue;
}
// creadth: we need to create uplink for the antag.
// PDA should be in place already, so we just need to
// initiate uplink account.
DebugTools.AssertNotNull(mind.OwnedEntity);
var uplinkAccount = new UplinkAccount(StartingBalance, mind.OwnedEntity!);
var accounts = EntityManager.EntitySysManager.GetEntitySystem<UplinkAccountsSystem>();
accounts.AddNewAccount(uplinkAccount);
if (!EntityManager.EntitySysManager.GetEntitySystem<UplinkSystem>()
.AddUplink(mind.OwnedEntity!.Value, uplinkAccount))
continue;
var traitorRole = new TraitorRole(mind);
mind.AddRole(traitorRole);
_traitors.Add(traitorRole);
}
var adjectives = _prototypeManager.Index<DatasetPrototype>("adjectives").Values;
var verbs = _prototypeManager.Index<DatasetPrototype>("verbs").Values;
var codewordPool = adjectives.Concat(verbs).ToList();
var finalCodewordCount = Math.Min(CodewordCount, codewordPool.Count);
var codewords = new string[finalCodewordCount];
for (var i = 0; i < finalCodewordCount; i++)
{
codewords[i] = _random.PickAndTake(codewordPool);
}
foreach (var traitor in _traitors)
{
traitor.GreetTraitor(codewords);
}
EntitySystem.Get<GameTicker>().AddGameRule<RuleTraitor>();
return true;
}
public override void OnGameStarted()
{
var objectivesMgr = IoCManager.Resolve<IObjectivesManager>();
foreach (var traitor in _traitors)
{
//give traitors their objectives
var difficulty = 0f;
for (var pick = 0; pick < MaxPicks && MaxDifficulty > difficulty; pick++)
{
var objective = objectivesMgr.GetRandomObjective(traitor.Mind);
if (objective == null) continue;
if (traitor.Mind.TryAddObjective(objective))
difficulty += objective.Difficulty;
}
}
}
public override string GetRoundEndDescription()
{
var result = Loc.GetString("traitor-round-end-result", ("traitorCount", _traitors.Count));
foreach (var traitor in _traitors)
{
var name = traitor.Mind.CharacterName;
traitor.Mind.TryGetSession(out var session);
var username = session?.Name;
var objectives = traitor.Mind.AllObjectives.ToArray();
if (objectives.Length == 0)
{
if (username != null)
{
if (name == null)
result += "\n" + Loc.GetString("traitor-user-was-a-traitor", ("user", username));
else
result += "\n" + Loc.GetString("traitor-user-was-a-traitor-named", ("user", username), ("name", name));
}
else if (name != null)
result += "\n" + Loc.GetString("traitor-was-a-traitor-named", ("name", name));
continue;
}
if (username != null)
{
if (name == null)
result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives", ("user", username));
else
result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives-named", ("user", username), ("name", name));
}
else if (name != null)
result += "\n" + Loc.GetString("traitor-was-a-traitor-with-objectives-named", ("name", name));
foreach (var objectiveGroup in objectives.GroupBy(o => o.Prototype.Issuer))
{
result += "\n" + Loc.GetString($"preset-traitor-objective-issuer-{objectiveGroup.Key}");
foreach (var objective in objectiveGroup)
{
foreach (var condition in objective.Conditions)
{
var progress = condition.Progress;
if (progress > 0.99f)
{
result += "\n- " + Loc.GetString(
"traitor-objective-condition-success",
("condition", condition.Title),
("markupColor", "green")
);
}
else
{
result += "\n- " + Loc.GetString(
"traitor-objective-condition-fail",
("condition", condition.Title),
("progress", (int) (progress * 100)),
("markupColor", "red")
);
}
}
}
}
}
return result;
}
}
}

View File

@@ -1,244 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules;
using Content.Server.Hands.Components;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.PDA;
using Content.Server.Players;
using Content.Server.Spawners.Components;
using Content.Server.Traitor;
using Content.Server.Traitor.Uplink;
using Content.Server.Traitor.Uplink.Account;
using Content.Server.Traitor.Uplink.Components;
using Content.Server.TraitorDeathMatch.Components;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Inventory;
using Content.Shared.MobState.Components;
using Content.Shared.PDA;
using Content.Shared.Traitor.Uplink;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Presets
{
[GamePreset("traitordm", "traitordeathmatch")]
public sealed class PresetTraitorDeathMatch : GamePreset
{
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public string PDAPrototypeName => "CaptainPDA";
public string BeltPrototypeName => "ClothingBeltJanitorFilled";
public string BackpackPrototypeName => "ClothingBackpackFilled";
private RuleMaxTimeRestart _restarter = default!;
private bool _safeToEndRound = false;
private Dictionary<UplinkAccount, string> _allOriginalNames = new();
public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
{
var gameTicker = EntitySystem.Get<GameTicker>();
gameTicker.AddGameRule<RuleTraitorDeathMatch>();
_restarter = gameTicker.AddGameRule<RuleMaxTimeRestart>();
_restarter.RoundMaxTime = TimeSpan.FromMinutes(30);
_restarter.RestartTimer();
_safeToEndRound = true;
return true;
}
public override void OnSpawnPlayerCompleted(IPlayerSession session, EntityUid mob, bool lateJoin)
{
var startingBalance = _cfg.GetCVar(CCVars.TraitorDeathMatchStartingBalance);
// Yup, they're a traitor
var mind = session.Data.ContentData()?.Mind;
if (mind == null)
{
Logger.ErrorS("preset", "Failed getting mind for TDM player.");
return;
}
var traitorRole = new TraitorRole(mind);
mind.AddRole(traitorRole);
// Delete anything that may contain "dangerous" role-specific items.
// (This includes the PDA, as everybody gets the captain PDA in this mode for true-all-access reasons.)
if (mind.OwnedEntity is {Valid: true} owned && _entityManager.TryGetComponent(owned, out InventoryComponent? inventory))
{
var victimSlots = new[] {EquipmentSlotDefines.Slots.IDCARD, EquipmentSlotDefines.Slots.BELT, EquipmentSlotDefines.Slots.BACKPACK};
foreach (var slot in victimSlots)
{
if (inventory.TryGetSlotItem(slot, out ItemComponent? vItem))
_entityManager.DeleteEntity(vItem.Owner);
}
// Replace their items:
// pda
var newPDA = _entityManager.SpawnEntity(PDAPrototypeName, _entityManager.GetComponent<TransformComponent>(owned).Coordinates);
inventory.Equip(EquipmentSlotDefines.Slots.IDCARD, _entityManager.GetComponent<ItemComponent>(newPDA));
// belt
var newTmp = _entityManager.SpawnEntity(BeltPrototypeName, _entityManager.GetComponent<TransformComponent>(owned).Coordinates);
inventory.Equip(EquipmentSlotDefines.Slots.BELT, _entityManager.GetComponent<ItemComponent>(newTmp));
// backpack
newTmp = _entityManager.SpawnEntity(BackpackPrototypeName, _entityManager.GetComponent<TransformComponent>(owned).Coordinates);
inventory.Equip(EquipmentSlotDefines.Slots.BACKPACK, _entityManager.GetComponent<ItemComponent>(newTmp));
// Like normal traitors, they need access to a traitor account.
var uplinkAccount = new UplinkAccount(startingBalance, owned);
var accounts = _entityManager.EntitySysManager.GetEntitySystem<UplinkAccountsSystem>();
accounts.AddNewAccount(uplinkAccount);
_entityManager.EntitySysManager.GetEntitySystem<UplinkSystem>()
.AddUplink(owned, uplinkAccount, newPDA);
_allOriginalNames[uplinkAccount] = _entityManager.GetComponent<MetaDataComponent>(owned).EntityName;
// The PDA needs to be marked with the correct owner.
var pda = _entityManager.GetComponent<PDAComponent>(newPDA);
_entityManager.EntitySysManager.GetEntitySystem<PDASystem>()
.SetOwner(pda, _entityManager.GetComponent<MetaDataComponent>(owned).EntityName);
_entityManager.AddComponent<TraitorDeathMatchReliableOwnerTagComponent>(newPDA).UserId = mind.UserId;
}
// Finally, it would be preferrable if they spawned as far away from other players as reasonably possible.
if (mind.OwnedEntity != null && FindAnyIsolatedSpawnLocation(mind, out var bestTarget))
{
_entityManager.GetComponent<TransformComponent>(mind.OwnedEntity.Value).Coordinates = bestTarget;
}
else
{
// The station is too drained of air to safely continue.
if (_safeToEndRound)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-death-match-station-is-too-unsafe-announcement"));
_restarter.RoundMaxTime = TimeSpan.FromMinutes(1);
_restarter.RestartTimer();
_safeToEndRound = false;
}
}
}
// It would be nice if this function were moved to some generic helpers class.
private bool FindAnyIsolatedSpawnLocation(Mind.Mind ignoreMe, out EntityCoordinates bestTarget)
{
// Collate people to avoid...
var existingPlayerPoints = new List<EntityCoordinates>();
foreach (var player in _playerManager.ServerSessions)
{
var avoidMeMind = player.Data.ContentData()?.Mind;
if ((avoidMeMind == null) || (avoidMeMind == ignoreMe))
continue;
var avoidMeEntity = avoidMeMind.OwnedEntity;
if (avoidMeEntity == null)
continue;
if (_entityManager.TryGetComponent(avoidMeEntity.Value, out MobStateComponent? mobState))
{
// Does have mob state component; if critical or dead, they don't really matter for spawn checks
if (mobState.IsCritical() || mobState.IsDead())
continue;
}
else
{
// Doesn't have mob state component. Assume something interesting is going on and don't count this as someone to avoid.
continue;
}
existingPlayerPoints.Add(_entityManager.GetComponent<TransformComponent>(avoidMeEntity.Value).Coordinates);
}
// Iterate over each possible spawn point, comparing to the existing player points.
// On failure, the returned target is the location that we're already at.
var bestTargetDistanceFromNearest = -1.0f;
// Need the random shuffle or it stuffs the first person into Atmospherics pretty reliably
var ents = _entityManager.EntityQuery<SpawnPointComponent>().Select(x => x.Owner).ToList();
_robustRandom.Shuffle(ents);
var foundATarget = false;
bestTarget = EntityCoordinates.Invalid;
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
foreach (var entity in ents)
{
if (!atmosphereSystem.IsTileMixtureProbablySafe(_entityManager.GetComponent<TransformComponent>(entity).Coordinates))
continue;
var distanceFromNearest = float.PositiveInfinity;
foreach (var existing in existingPlayerPoints)
{
if (_entityManager.GetComponent<TransformComponent>(entity).Coordinates.TryDistance(_entityManager, existing, out var dist))
distanceFromNearest = Math.Min(distanceFromNearest, dist);
}
if (bestTargetDistanceFromNearest < distanceFromNearest)
{
bestTarget = _entityManager.GetComponent<TransformComponent>(entity).Coordinates;
bestTargetDistanceFromNearest = distanceFromNearest;
foundATarget = true;
}
}
return foundATarget;
}
public override bool OnGhostAttempt(Mind.Mind mind, bool canReturnGlobal)
{
if (mind.OwnedEntity is {Valid: true} entity && _entityManager.TryGetComponent(entity, out MobStateComponent? mobState))
{
if (mobState.IsCritical())
{
// TODO BODY SYSTEM KILL
var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 100);
EntitySystem.Get<DamageableSystem>().TryChangeDamage(entity, damage, true);
}
else if (!mobState.IsDead())
{
if (_entityManager.HasComponent<HandsComponent>(entity))
{
return false;
}
}
}
var session = mind.Session;
if (session == null)
return false;
EntitySystem.Get<GameTicker>().Respawn(session);
return true;
}
public override string GetRoundEndDescription()
{
var lines = new List<string>();
lines.Add(Loc.GetString("traitor-death-match-end-round-description-first-line"));
foreach (var uplink in _entityManager.EntityQuery<UplinkComponent>(true))
{
var uplinkAcc = uplink.UplinkAccount;
if (uplinkAcc != null && _allOriginalNames.ContainsKey(uplinkAcc))
{
lines.Add(Loc.GetString("traitor-death-match-end-round-description-entry",
("originalName", _allOriginalNames[uplinkAcc]),
("tcBalance", uplinkAcc.Balance)));
}
}
return string.Join('\n', lines);
}
public override string ModeTitle => Loc.GetString("traitor-death-match-title");
public override string Description => Loc.GetString("traitor-death-match-description");
}
}

View File

@@ -0,0 +1,127 @@
using Content.Server.Chat.Managers;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.MobState.Components;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
namespace Content.Server.GameTicking.Rules;
/// <summary>
/// Simple GameRule that will do a free-for-all death match.
/// Kill everybody else to win.
/// </summary>
public sealed class DeathMatchRuleSystem : GameRuleSystem
{
public override string Prototype => "DeathMatch";
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private const float RestartDelay = 10f;
private const float DeadCheckDelay = 5f;
private float? _deadCheckTimer = null;
private float? _restartTimer = null;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DamageChangedEvent>(OnHealthChanged);
}
public override void Added()
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-death-match-added-announcement"));
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
}
public override void Removed()
{
_deadCheckTimer = null;
_restartTimer = null;
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
}
private void OnHealthChanged(DamageChangedEvent _)
{
RunDelayedCheck();
}
private void OnPlayerStatusChanged(object? _, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.Disconnected)
{
RunDelayedCheck();
}
}
private void RunDelayedCheck()
{
if (!Enabled || _deadCheckTimer != null)
return;
_deadCheckTimer = DeadCheckDelay;
}
public override void Update(float frameTime)
{
if (!Enabled)
return;
// If the restart timer is active, that means the round is ending soon, no need to check for winners.
// TODO: We probably want a sane, centralized round end thingie in GameTicker, RoundEndSystem is no good...
if (_restartTimer != null)
{
_restartTimer -= frameTime;
if (_restartTimer > 0f)
return;
GameTicker.EndRound();
GameTicker.RestartRound();
return;
}
if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin) || _deadCheckTimer == null)
return;
_deadCheckTimer -= frameTime;
if (_deadCheckTimer > 0)
return;
_deadCheckTimer = null;
IPlayerSession? winner = null;
foreach (var playerSession in _playerManager.ServerSessions)
{
if (playerSession.AttachedEntity is not {Valid: true} playerEntity
|| !TryComp(playerEntity, out MobStateComponent? state))
continue;
if (!state.IsAlive())
continue;
// Found a second person alive, nothing decided yet!
if (winner != null)
return;
winner = playerSession;
}
_chatManager.DispatchServerAnnouncement(winner == null
? Loc.GetString("rule-death-match-check-winner-stalemate")
: Loc.GetString("rule-death-match-check-winner",("winner", winner)));
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds", RestartDelay)));
_restartTimer = RestartDelay;
}
}

View File

@@ -1,19 +0,0 @@
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
namespace Content.Server.GameTicking.Rules
{
[PublicAPI]
public abstract class GameRule : IEntityEventSubscriber
{
public virtual void Added()
{
}
public virtual void Removed()
{
}
}
}

View File

@@ -0,0 +1,11 @@
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.GameTicking.Rules;
[Prototype("gameRule")]
public class GameRulePrototype : IPrototype
{
[DataField("id", required:true)]
public string ID { get; } = default!;
}

View File

@@ -0,0 +1,61 @@
using System;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Rules;
[PublicAPI]
public abstract class GameRuleSystem : EntitySystem
{
[Dependency] protected GameTicker GameTicker = default!;
/// <summary>
/// Whether this GameRule is currently enabled or not.
/// Be sure to check this before doing anything rule-specific.
/// </summary>
public bool Enabled { get; protected set; } = false;
/// <summary>
/// When the GameRule prototype with this ID is added, this system will be enabled.
/// When it gets removed, this system will be disabled.
/// </summary>
public abstract string Prototype { get; }
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GameRuleAddedEvent>(OnGameRuleAdded);
SubscribeLocalEvent<GameRuleRemovedEvent>(OnGameRuleRemoved);
}
private void OnGameRuleAdded(GameRuleAddedEvent ev)
{
if (ev.Rule.ID != Prototype)
return;
Enabled = true;
Added();
}
private void OnGameRuleRemoved(GameRuleRemovedEvent ev)
{
if (ev.Rule.ID != Prototype)
return;
Enabled = false;
Removed();
}
/// <summary>
/// Called when the game rule has been added and this system has been enabled.
/// </summary>
public abstract void Added();
/// <summary>
/// Called when the game rule has been removed and this system has been disabled.
/// </summary>
public abstract void Removed();
}

View File

@@ -0,0 +1,97 @@
using System;
using System.Threading;
using Content.Server.Chat.Managers;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking.Rules;
public class InactivityTimeRestartRuleSystem : GameRuleSystem
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
public override string Prototype => "InactivityTimeRestart";
private CancellationTokenSource _timerCancel = new();
public TimeSpan InactivityMaxTime { get; set; } = TimeSpan.FromMinutes(10);
public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GameRunLevelChangedEvent>(RunLevelChanged);
}
public override void Added()
{
_playerManager.PlayerStatusChanged += PlayerStatusChanged;
}
public override void Removed()
{
_playerManager.PlayerStatusChanged -= PlayerStatusChanged;
StopTimer();
}
public void RestartTimer()
{
_timerCancel.Cancel();
_timerCancel = new CancellationTokenSource();
Timer.Spawn(InactivityMaxTime, TimerFired, _timerCancel.Token);
}
public void StopTimer()
{
_timerCancel.Cancel();
}
private void TimerFired()
{
GameTicker.EndRound(Loc.GetString("rule-time-has-run-out"));
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds",(int) RoundEndDelay.TotalSeconds)));
Timer.Spawn(RoundEndDelay, () => GameTicker.RestartRound());
}
private void RunLevelChanged(GameRunLevelChangedEvent args)
{
if (!Enabled)
return;
switch (args.New)
{
case GameRunLevel.InRound:
RestartTimer();
break;
case GameRunLevel.PreRoundLobby:
case GameRunLevel.PostRound:
StopTimer();
break;
}
}
private void PlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (GameTicker.RunLevel != GameRunLevel.InRound)
{
return;
}
if (_playerManager.PlayerCount == 0)
{
RestartTimer();
}
else
{
StopTimer();
}
}
}

View File

@@ -0,0 +1,80 @@
using System;
using System.Threading;
using Content.Server.Chat.Managers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking.Rules;
public sealed class MaxTimeRestartRuleSystem : GameRuleSystem
{
[Dependency] private readonly IChatManager _chatManager = default!;
public override string Prototype => "MaxTimeRestart";
private CancellationTokenSource _timerCancel = new();
public TimeSpan RoundMaxTime { get; set; } = TimeSpan.FromMinutes(5);
public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GameRunLevelChangedEvent>(RunLevelChanged);
}
public override void Added()
{
if(GameTicker.RunLevel == GameRunLevel.InRound)
RestartTimer();
}
public override void Removed()
{
RoundMaxTime = TimeSpan.FromMinutes(5);
RoundEndDelay = TimeSpan.FromMinutes(10);
StopTimer();
}
public void RestartTimer()
{
_timerCancel.Cancel();
_timerCancel = new CancellationTokenSource();
Timer.Spawn(RoundMaxTime, TimerFired, _timerCancel.Token);
}
public void StopTimer()
{
_timerCancel.Cancel();
}
private void TimerFired()
{
GameTicker.EndRound(Loc.GetString("rule-time-has-run-out"));
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds",("seconds", (int) RoundEndDelay.TotalSeconds)));
Timer.Spawn(RoundEndDelay, () => GameTicker.RestartRound());
}
private void RunLevelChanged(GameRunLevelChangedEvent args)
{
if (!Enabled)
return;
switch (args.New)
{
case GameRunLevel.InRound:
RestartTimer();
break;
case GameRunLevel.PreRoundLobby:
case GameRunLevel.PostRound:
StopTimer();
break;
}
}
}

View File

@@ -1,110 +0,0 @@
using System;
using System.Threading;
using Content.Server.Chat.Managers;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.MobState.Components;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking.Rules
{
/// <summary>
/// Simple GameRule that will do a free-for-all death match.
/// Kill everybody else to win.
/// </summary>
public sealed class RuleDeathMatch : GameRule, IEntityEventSubscriber
{
private static readonly TimeSpan DeadCheckDelay = TimeSpan.FromSeconds(5);
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private CancellationTokenSource? _checkTimerCancel;
public override void Added()
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-death-match-added-announcement"));
_entityManager.EventBus.SubscribeEvent<DamageChangedEvent>(EventSource.Local, this, OnHealthChanged);
_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
}
public override void Removed()
{
base.Removed();
_entityManager.EventBus.UnsubscribeEvent<DamageChangedEvent>(EventSource.Local, this);
_playerManager.PlayerStatusChanged -= PlayerManagerOnPlayerStatusChanged;
}
private void OnHealthChanged(DamageChangedEvent _)
{
_runDelayedCheck();
}
private void _checkForWinner()
{
_checkTimerCancel = null;
if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin))
return;
IPlayerSession? winner = null;
foreach (var playerSession in _playerManager.ServerSessions)
{
if (playerSession.AttachedEntity is not {Valid: true} playerEntity
|| !_entityManager.TryGetComponent(playerEntity, out MobStateComponent? state))
{
continue;
}
if (!state.IsAlive())
{
continue;
}
if (winner != null)
{
// Found a second person alive, nothing decided yet!
return;
}
winner = playerSession;
}
_chatManager.DispatchServerAnnouncement(winner == null
? Loc.GetString("rule-death-match-check-winner-stalemate")
: Loc.GetString("rule-death-match-check-winner",("winner", winner)));
var restartDelay = 10;
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds", restartDelay)));
Timer.Spawn(TimeSpan.FromSeconds(restartDelay), () => EntitySystem.Get<GameTicker>().RestartRound());
}
private void PlayerManagerOnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.Disconnected)
{
_runDelayedCheck();
}
}
private void _runDelayedCheck()
{
_checkTimerCancel?.Cancel();
_checkTimerCancel = new CancellationTokenSource();
Timer.Spawn(DeadCheckDelay, _checkForWinner, _checkTimerCancel.Token);
}
}
}

View File

@@ -1,94 +0,0 @@
using System;
using System.Threading;
using Content.Server.Chat.Managers;
using Robust.Server.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking.Rules
{
public class RuleInactivityTimeRestart : GameRule
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
private CancellationTokenSource _timerCancel = new();
public TimeSpan InactivityMaxTime { get; set; } = TimeSpan.FromMinutes(10);
public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
public override void Added()
{
base.Added();
_entityManager.EventBus.SubscribeEvent<GameRunLevelChangedEvent>(EventSource.Local, this, RunLevelChanged);
_playerManager.PlayerStatusChanged += PlayerStatusChanged;
}
public override void Removed()
{
base.Removed();
_entityManager.EventBus.UnsubscribeEvents(this);
_playerManager.PlayerStatusChanged -= PlayerStatusChanged;
StopTimer();
}
public void RestartTimer()
{
_timerCancel.Cancel();
_timerCancel = new CancellationTokenSource();
Timer.Spawn(InactivityMaxTime, TimerFired, _timerCancel.Token);
}
public void StopTimer()
{
_timerCancel.Cancel();
}
private void TimerFired()
{
var gameticker = EntitySystem.Get<GameTicker>();
gameticker.EndRound(Loc.GetString("rule-time-has-run-out"));
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds",(int) RoundEndDelay.TotalSeconds)));
Timer.Spawn(RoundEndDelay, () => gameticker.RestartRound());
}
private void RunLevelChanged(GameRunLevelChangedEvent args)
{
switch (args.New)
{
case GameRunLevel.InRound:
RestartTimer();
break;
case GameRunLevel.PreRoundLobby:
case GameRunLevel.PostRound:
StopTimer();
break;
}
}
private void PlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (EntitySystem.Get<GameTicker>().RunLevel != GameRunLevel.InRound)
{
return;
}
if (_playerManager.PlayerCount == 0)
{
RestartTimer();
}
else
{
StopTimer();
}
}
}
}

View File

@@ -1,71 +0,0 @@
using System;
using System.Threading;
using Content.Server.Chat.Managers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking.Rules
{
public sealed class RuleMaxTimeRestart : GameRule
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
private CancellationTokenSource _timerCancel = new();
public TimeSpan RoundMaxTime { get; set; } = TimeSpan.FromMinutes(5);
public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
public override void Added()
{
base.Added();
_entityManager.EventBus.SubscribeEvent<GameRunLevelChangedEvent>(EventSource.Local, this, RunLevelChanged);
}
public override void Removed()
{
base.Removed();
_entityManager.EventBus.UnsubscribeEvents(this);
StopTimer();
}
public void RestartTimer()
{
_timerCancel.Cancel();
_timerCancel = new CancellationTokenSource();
Timer.Spawn(RoundMaxTime, TimerFired, _timerCancel.Token);
}
public void StopTimer()
{
_timerCancel.Cancel();
}
private void TimerFired()
{
EntitySystem.Get<GameTicker>().EndRound(Loc.GetString("rule-time-has-run-out"));
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds",("seconds", (int) RoundEndDelay.TotalSeconds)));
Timer.Spawn(RoundEndDelay, () => EntitySystem.Get<GameTicker>().RestartRound());
}
private void RunLevelChanged(GameRunLevelChangedEvent args)
{
switch (args.New)
{
case GameRunLevel.InRound:
RestartTimer();
break;
case GameRunLevel.PreRoundLobby:
case GameRunLevel.PostRound:
StopTimer();
break;
}
}
}
}

View File

@@ -1,168 +0,0 @@
using System;
using System.Threading;
using Content.Server.Chat.Managers;
using Content.Server.Doors;
using Content.Server.Players;
using Content.Server.Suspicion;
using Content.Server.Suspicion.EntitySystems;
using Content.Server.Suspicion.Roles;
using Content.Shared.CCVar;
using Content.Shared.MobState.Components;
using Content.Shared.Sound;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Player;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking.Rules
{
/// <summary>
/// Simple GameRule that will do a TTT-like gamemode with traitors.
/// </summary>
public sealed class RuleSuspicion : GameRule
{
private static readonly TimeSpan DeadCheckDelay = TimeSpan.FromSeconds(1);
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IEntityManager _entities = default!;
[DataField("addedSound")] private SoundSpecifier _addedSound = new SoundPathSpecifier("/Audio/Misc/tatoralert.ogg");
private readonly CancellationTokenSource _checkTimerCancel = new();
private TimeSpan _endTime;
public TimeSpan RoundMaxTime { get; set; } = TimeSpan.FromSeconds(CCVars.SuspicionMaxTimeSeconds.DefaultValue);
public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
public override void Added()
{
RoundMaxTime = TimeSpan.FromSeconds(_cfg.GetCVar(CCVars.SuspicionMaxTimeSeconds));
_endTime = _timing.CurTime + RoundMaxTime;
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-added-announcement"));
var filter = Filter.Empty()
.AddWhere(session => ((IPlayerSession) session).ContentData()?.Mind?.HasRole<SuspicionTraitorRole>() ?? false);
SoundSystem.Play(filter, _addedSound.GetSound(), AudioParams.Default);
EntitySystem.Get<SuspicionEndTimerSystem>().EndTime = _endTime;
EntitySystem.Get<DoorSystem>().AccessType = DoorSystem.AccessTypes.AllowAllNoExternal;
Timer.SpawnRepeating(DeadCheckDelay, CheckWinConditions, _checkTimerCancel.Token);
}
public override void Removed()
{
base.Removed();
EntitySystem.Get<DoorSystem>().AccessType = DoorSystem.AccessTypes.Id;
EntitySystem.Get<SuspicionEndTimerSystem>().EndTime = null;
_checkTimerCancel.Cancel();
}
private void Timeout()
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-traitor-time-has-run-out"));
EndRound(Victory.Innocents);
}
private void CheckWinConditions()
{
if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin))
return;
var traitorsAlive = 0;
var innocentsAlive = 0;
foreach (var playerSession in _playerManager.ServerSessions)
{
if (playerSession.AttachedEntity is not {Valid: true} playerEntity
|| !_entities.TryGetComponent(playerEntity, out MobStateComponent? mobState)
|| !_entities.HasComponent<SuspicionRoleComponent>(playerEntity))
{
continue;
}
if (!mobState.IsAlive())
{
continue;
}
var mind = playerSession.ContentData()?.Mind;
if (mind != null && mind.HasRole<SuspicionTraitorRole>())
traitorsAlive++;
else
innocentsAlive++;
}
if (innocentsAlive + traitorsAlive == 0)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-check-winner-stalemate"));
EndRound(Victory.Stalemate);
}
else if (traitorsAlive == 0)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-check-winner-station-win"));
EndRound(Victory.Innocents);
}
else if (innocentsAlive == 0)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-check-winner-traitor-win"));
EndRound(Victory.Traitors);
}
else if (_timing.CurTime > _endTime)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-traitor-time-has-run-out"));
EndRound(Victory.Innocents);
}
}
private enum Victory
{
Stalemate,
Innocents,
Traitors
}
private void EndRound(Victory victory)
{
string text;
switch (victory)
{
case Victory.Innocents:
text = Loc.GetString("rule-suspicion-end-round-innocents-victory");
break;
case Victory.Traitors:
text = Loc.GetString("rule-suspicion-end-round-trators-victory");
break;
default:
text = Loc.GetString("rule-suspicion-end-round-nobody-victory");
break;
}
var gameTicker = EntitySystem.Get<GameTicker>();
gameTicker.EndRound(text);
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds", (int) RoundEndDelay.TotalSeconds)));
_checkTimerCancel.Cancel();
Timer.Spawn(RoundEndDelay, () => gameTicker.RestartRound());
}
}
}

View File

@@ -1,30 +0,0 @@
using Content.Server.Chat.Managers;
using Content.Server.Players;
using Content.Server.Traitor;
using Content.Shared.Sound;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Player;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.GameTicking.Rules
{
public class RuleTraitor : GameRule
{
[Dependency] private readonly IChatManager _chatManager = default!;
[DataField("addedSound")] private SoundSpecifier _addedSound = new SoundPathSpecifier("/Audio/Misc/tatoralert.ogg");
public override void Added()
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-traitor-added-announcement"));
var filter = Filter.Empty()
.AddWhere(session => ((IPlayerSession)session).ContentData()?.Mind?.HasRole<TraitorRole>() ?? false);
SoundSystem.Play(filter, _addedSound.GetSound(), AudioParams.Default);
}
}
}

View File

@@ -1,7 +0,0 @@
namespace Content.Server.GameTicking.Rules
{
public class RuleTraitorDeathMatch : GameRule
{
// This class only exists so that the game rule is available for the conditional spawner.
}
}

View File

@@ -0,0 +1,21 @@
using Content.Server.Sandbox;
using Robust.Shared.IoC;
namespace Content.Server.GameTicking.Rules;
public class SandboxRuleSystem : GameRuleSystem
{
[Dependency] private readonly ISandboxManager _sandbox = default!;
public override string Prototype => "Sandbox";
public override void Added()
{
_sandbox.IsSandboxEnabled = true;
}
public override void Removed()
{
_sandbox.IsSandboxEnabled = false;
}
}

View File

@@ -0,0 +1,413 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using Content.Server.Chat.Managers;
using Content.Server.Doors;
using Content.Server.Players;
using Content.Server.Roles;
using Content.Server.Suspicion;
using Content.Server.Suspicion.Roles;
using Content.Server.Traitor.Uplink;
using Content.Server.Traitor.Uplink.Account;
using Content.Shared.CCVar;
using Content.Shared.GameTicking;
using Content.Shared.MobState.Components;
using Content.Shared.Roles;
using Content.Shared.Sound;
using Content.Shared.Suspicion;
using Content.Shared.Traitor.Uplink;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking.Rules;
/// <summary>
/// Simple GameRule that will do a TTT-like gamemode with traitors.
/// </summary>
public sealed class SuspicionRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IEntityManager _entities = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly DoorSystem _doorSystem = default!;
public override string Prototype => "Suspicion";
private static readonly TimeSpan DeadCheckDelay = TimeSpan.FromSeconds(1);
private readonly HashSet<SuspicionRoleComponent> _traitors = new();
public IReadOnlyCollection<SuspicionRoleComponent> Traitors => _traitors;
[DataField("addedSound")] private SoundSpecifier _addedSound = new SoundPathSpecifier("/Audio/Misc/tatoralert.ogg");
private CancellationTokenSource _checkTimerCancel = new();
private TimeSpan? _endTime;
public TimeSpan? EndTime
{
get => _endTime;
set
{
_endTime = value;
SendUpdateToAll();
}
}
public TimeSpan RoundMaxTime { get; set; } = TimeSpan.FromSeconds(CCVars.SuspicionMaxTimeSeconds.DefaultValue);
public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
private const string TraitorID = "SuspicionTraitor";
private const string InnocentID = "SuspicionInnocent";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayersAssigned);
SubscribeLocalEvent<RoundStartAttemptEvent>(OnRoundStartAttempt);
SubscribeLocalEvent<RefreshLateJoinAllowedEvent>(OnLateJoinRefresh);
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
SubscribeLocalEvent<SuspicionRoleComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<SuspicionRoleComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<SuspicionRoleComponent, RoleAddedEvent>(OnRoleAdded);
SubscribeLocalEvent<SuspicionRoleComponent, RoleRemovedEvent>(OnRoleRemoved);
}
private void OnRoundStartAttempt(RoundStartAttemptEvent ev)
{
if (!Enabled)
return;
var minPlayers = _cfg.GetCVar(CCVars.SuspicionMinPlayers);
if (!ev.Forced && ev.Players.Length < minPlayers)
{
_chatManager.DispatchServerAnnouncement($"Not enough players readied up for the game! There were {ev.Players.Length} players readied up out of {minPlayers} needed.");
ev.Cancel();
return;
}
if (ev.Players.Length == 0)
{
_chatManager.DispatchServerAnnouncement("No players readied up! Can't start Suspicion.");
ev.Cancel();
return;
}
}
private void OnPlayersAssigned(RulePlayerJobsAssignedEvent ev)
{
if (!Enabled)
return;
var minTraitors = _cfg.GetCVar(CCVars.SuspicionMinTraitors);
var playersPerTraitor = _cfg.GetCVar(CCVars.SuspicionPlayersPerTraitor);
var traitorStartingBalance = _cfg.GetCVar(CCVars.SuspicionStartingBalance);
var list = new List<IPlayerSession>(ev.Players);
var prefList = new List<IPlayerSession>();
foreach (var player in list)
{
if (!ev.Profiles.ContainsKey(player.UserId) || player.AttachedEntity is not {} attached)
{
continue;
}
prefList.Add(player);
attached.EnsureComponent<SuspicionRoleComponent>();
}
var numTraitors = MathHelper.Clamp(ev.Players.Length / playersPerTraitor,
minTraitors, ev.Players.Length);
var traitors = new List<SuspicionTraitorRole>();
for (var i = 0; i < numTraitors; i++)
{
IPlayerSession traitor;
if(prefList.Count == 0)
{
if (list.Count == 0)
{
Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
break;
}
traitor = _random.PickAndTake(list);
Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
}
else
{
traitor = _random.PickAndTake(prefList);
list.Remove(traitor);
Logger.InfoS("preset", "Selected a preferred traitor.");
}
var mind = traitor.Data.ContentData()?.Mind;
var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorID);
DebugTools.AssertNotNull(mind?.OwnedEntity);
var traitorRole = new SuspicionTraitorRole(mind!, antagPrototype);
mind!.AddRole(traitorRole);
traitors.Add(traitorRole);
// creadth: we need to create uplink for the antag.
// PDA should be in place already, so we just need to
// initiate uplink account.
var uplinkAccount = new UplinkAccount(traitorStartingBalance, mind.OwnedEntity!);
var accounts = EntityManager.EntitySysManager.GetEntitySystem<UplinkAccountsSystem>();
accounts.AddNewAccount(uplinkAccount);
// try to place uplink
if (!EntityManager.EntitySysManager.GetEntitySystem<UplinkSystem>()
.AddUplink(mind.OwnedEntity!.Value, uplinkAccount))
continue;
}
foreach (var player in list)
{
var mind = player.Data.ContentData()?.Mind;
var antagPrototype = _prototypeManager.Index<AntagPrototype>(InnocentID);
DebugTools.AssertNotNull(mind);
mind!.AddRole(new SuspicionInnocentRole(mind, antagPrototype));
}
foreach (var traitor in traitors)
{
traitor.GreetSuspicion(traitors, _chatManager);
}
}
public override void Added()
{
_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
RoundMaxTime = TimeSpan.FromSeconds(_cfg.GetCVar(CCVars.SuspicionMaxTimeSeconds));
EndTime = _timing.CurTime + RoundMaxTime;
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-added-announcement"));
var filter = Filter.Empty()
.AddWhere(session => ((IPlayerSession) session).ContentData()?.Mind?.HasRole<SuspicionTraitorRole>() ?? false);
SoundSystem.Play(filter, _addedSound.GetSound(), AudioParams.Default);
_doorSystem.AccessType = DoorSystem.AccessTypes.AllowAllNoExternal;
_checkTimerCancel = new CancellationTokenSource();
Timer.SpawnRepeating(DeadCheckDelay, CheckWinConditions, _checkTimerCancel.Token);
}
public override void Removed()
{
_doorSystem.AccessType = DoorSystem.AccessTypes.Id;
EndTime = null;
_traitors.Clear();
_playerManager.PlayerStatusChanged -= PlayerManagerOnPlayerStatusChanged;
_checkTimerCancel.Cancel();
}
private void CheckWinConditions()
{
if (!Enabled || !_cfg.GetCVar(CCVars.GameLobbyEnableWin))
return;
var traitorsAlive = 0;
var innocentsAlive = 0;
foreach (var playerSession in _playerManager.ServerSessions)
{
if (playerSession.AttachedEntity is not {Valid: true} playerEntity
|| !_entities.TryGetComponent(playerEntity, out MobStateComponent? mobState)
|| !_entities.HasComponent<SuspicionRoleComponent>(playerEntity))
{
continue;
}
if (!mobState.IsAlive())
{
continue;
}
var mind = playerSession.ContentData()?.Mind;
if (mind != null && mind.HasRole<SuspicionTraitorRole>())
traitorsAlive++;
else
innocentsAlive++;
}
if (innocentsAlive + traitorsAlive == 0)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-check-winner-stalemate"));
EndRound(Victory.Stalemate);
}
else if (traitorsAlive == 0)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-check-winner-station-win"));
EndRound(Victory.Innocents);
}
else if (innocentsAlive == 0)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-check-winner-traitor-win"));
EndRound(Victory.Traitors);
}
else if (_timing.CurTime > _endTime)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-traitor-time-has-run-out"));
EndRound(Victory.Innocents);
}
}
private enum Victory
{
Stalemate,
Innocents,
Traitors
}
private void EndRound(Victory victory)
{
string text;
switch (victory)
{
case Victory.Innocents:
text = Loc.GetString("rule-suspicion-end-round-innocents-victory");
break;
case Victory.Traitors:
text = Loc.GetString("rule-suspicion-end-round-traitors-victory");
break;
default:
text = Loc.GetString("rule-suspicion-end-round-nobody-victory");
break;
}
GameTicker.EndRound(text);
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds", (int) RoundEndDelay.TotalSeconds)));
_checkTimerCancel.Cancel();
Timer.Spawn(RoundEndDelay, () => GameTicker.RestartRound());
}
private void PlayerManagerOnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.InGame)
{
SendUpdateTimerMessage(e.Session);
}
}
private void SendUpdateToAll()
{
foreach (var player in _playerManager.ServerSessions.Where(p => p.Status == SessionStatus.InGame))
{
SendUpdateTimerMessage(player);
}
}
private void SendUpdateTimerMessage(IPlayerSession player)
{
var msg = new SuspicionMessages.SetSuspicionEndTimerMessage
{
EndTime = EndTime
};
EntityManager.EntityNetManager?.SendSystemNetworkMessage(msg, player.ConnectedClient);
}
public void AddTraitor(SuspicionRoleComponent role)
{
if (!_traitors.Add(role))
{
return;
}
foreach (var traitor in _traitors)
{
traitor.AddAlly(role);
}
role.SetAllies(_traitors);
}
public void RemoveTraitor(SuspicionRoleComponent role)
{
if (!_traitors.Remove(role))
{
return;
}
foreach (var traitor in _traitors)
{
traitor.RemoveAlly(role);
}
role.ClearAllies();
}
private void Reset(RoundRestartCleanupEvent ev)
{
EndTime = null;
_traitors.Clear();
}
private void OnPlayerDetached(EntityUid uid, SuspicionRoleComponent component, PlayerDetachedEvent args)
{
component.SyncRoles();
}
private void OnPlayerAttached(EntityUid uid, SuspicionRoleComponent component, PlayerAttachedEvent args)
{
component.SyncRoles();
}
private void OnRoleAdded(EntityUid uid, SuspicionRoleComponent component, RoleAddedEvent args)
{
if (args.Role is not SuspicionRole role) return;
component.Role = role;
}
private void OnRoleRemoved(EntityUid uid, SuspicionRoleComponent component, RoleRemovedEvent args)
{
if (args.Role is not SuspicionRole) return;
component.Role = null;
}
private void OnLateJoinRefresh(RefreshLateJoinAllowedEvent ev)
{
if (!Enabled)
return;
ev.Disallow();
}
}

View File

@@ -0,0 +1,270 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Chat.Managers;
using Content.Server.Hands.Components;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.PDA;
using Content.Server.Players;
using Content.Server.Spawners.Components;
using Content.Server.Traitor;
using Content.Server.Traitor.Uplink;
using Content.Server.Traitor.Uplink.Account;
using Content.Server.Traitor.Uplink.Components;
using Content.Server.TraitorDeathMatch.Components;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Inventory;
using Content.Shared.MobState.Components;
using Content.Shared.PDA;
using Content.Shared.Traitor.Uplink;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules;
public class TraitorDeathMatchRuleSystem : GameRuleSystem
{
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly MaxTimeRestartRuleSystem _restarter = default!;
public override string Prototype => "TraitorDeathMatch";
public string PDAPrototypeName => "CaptainPDA";
public string BeltPrototypeName => "ClothingBeltJanitorFilled";
public string BackpackPrototypeName => "ClothingBackpackFilled";
private bool _safeToEndRound = false;
private readonly Dictionary<UplinkAccount, string> _allOriginalNames = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawned);
SubscribeLocalEvent<GhostAttemptHandleEvent>(OnGhostAttempt);
}
private void OnPlayerSpawned(PlayerSpawnCompleteEvent ev)
{
if (!Enabled)
return;
var session = ev.Player;
var startingBalance = _cfg.GetCVar(CCVars.TraitorDeathMatchStartingBalance);
// Yup, they're a traitor
var mind = session.Data.ContentData()?.Mind;
if (mind == null)
{
Logger.ErrorS("preset", "Failed getting mind for TDM player.");
return;
}
var traitorRole = new TraitorRole(mind);
mind.AddRole(traitorRole);
// Delete anything that may contain "dangerous" role-specific items.
// (This includes the PDA, as everybody gets the captain PDA in this mode for true-all-access reasons.)
if (mind.OwnedEntity is {Valid: true} owned && TryComp(owned, out InventoryComponent? inventory))
{
var victimSlots = new[] {EquipmentSlotDefines.Slots.IDCARD, EquipmentSlotDefines.Slots.BELT, EquipmentSlotDefines.Slots.BACKPACK};
foreach (var slot in victimSlots)
{
if (inventory.TryGetSlotItem(slot, out ItemComponent? vItem))
Del(vItem.Owner);
}
// Replace their items:
var ownedCoords = Transform(owned).Coordinates;
// pda
var newPDA = Spawn(PDAPrototypeName, ownedCoords);
inventory.Equip(EquipmentSlotDefines.Slots.IDCARD, Comp<ItemComponent>(newPDA));
// belt
var newTmp = Spawn(BeltPrototypeName, ownedCoords);
inventory.Equip(EquipmentSlotDefines.Slots.BELT, Comp<ItemComponent>(newTmp));
// backpack
newTmp = Spawn(BackpackPrototypeName, ownedCoords);
inventory.Equip(EquipmentSlotDefines.Slots.BACKPACK, Comp<ItemComponent>(newTmp));
// Like normal traitors, they need access to a traitor account.
var uplinkAccount = new UplinkAccount(startingBalance, owned);
var accounts = EntityManager.EntitySysManager.GetEntitySystem<UplinkAccountsSystem>();
accounts.AddNewAccount(uplinkAccount);
EntityManager.EntitySysManager.GetEntitySystem<UplinkSystem>()
.AddUplink(owned, uplinkAccount, newPDA);
_allOriginalNames[uplinkAccount] = Name(owned);
// The PDA needs to be marked with the correct owner.
var pda = Comp<PDAComponent>(newPDA);
EntityManager.EntitySysManager.GetEntitySystem<PDASystem>().SetOwner(pda, Name(owned));
EntityManager.AddComponent<TraitorDeathMatchReliableOwnerTagComponent>(newPDA).UserId = mind.UserId;
}
// Finally, it would be preferable if they spawned as far away from other players as reasonably possible.
if (mind.OwnedEntity != null && FindAnyIsolatedSpawnLocation(mind, out var bestTarget))
{
Transform(mind.OwnedEntity.Value).Coordinates = bestTarget;
}
else
{
// The station is too drained of air to safely continue.
if (_safeToEndRound)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-death-match-station-is-too-unsafe-announcement"));
_restarter.RoundMaxTime = TimeSpan.FromMinutes(1);
_restarter.RestartTimer();
_safeToEndRound = false;
}
}
}
private void OnGhostAttempt(GhostAttemptHandleEvent ev)
{
if (!Enabled || ev.Handled)
return;
ev.Handled = true;
var mind = ev.Mind;
if (mind.OwnedEntity is {Valid: true} entity && TryComp(entity, out MobStateComponent? mobState))
{
if (mobState.IsCritical())
{
// TODO BODY SYSTEM KILL
var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 100);
Get<DamageableSystem>().TryChangeDamage(entity, damage, true);
}
else if (!mobState.IsDead())
{
if (HasComp<HandsComponent>(entity))
{
ev.Result = false;
return;
}
}
}
var session = mind.Session;
if (session == null)
{
ev.Result = false;
return;
}
GameTicker.Respawn(session);
ev.Result = true;
}
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
if (!Enabled)
return;
var lines = new List<string>();
lines.Add(Loc.GetString("traitor-death-match-end-round-description-first-line"));
foreach (var uplink in EntityManager.EntityQuery<UplinkComponent>(true))
{
var uplinkAcc = uplink.UplinkAccount;
if (uplinkAcc != null && _allOriginalNames.ContainsKey(uplinkAcc))
{
lines.Add(Loc.GetString("traitor-death-match-end-round-description-entry",
("originalName", _allOriginalNames[uplinkAcc]),
("tcBalance", uplinkAcc.Balance)));
}
}
ev.AddLine(string.Join('\n', lines));
}
public override void Added()
{
_restarter.RoundMaxTime = TimeSpan.FromMinutes(30);
_restarter.RestartTimer();
_safeToEndRound = true;
}
public override void Removed()
{
}
// It would be nice if this function were moved to some generic helpers class.
private bool FindAnyIsolatedSpawnLocation(Mind.Mind ignoreMe, out EntityCoordinates bestTarget)
{
// Collate people to avoid...
var existingPlayerPoints = new List<EntityCoordinates>();
foreach (var player in _playerManager.ServerSessions)
{
var avoidMeMind = player.Data.ContentData()?.Mind;
if ((avoidMeMind == null) || (avoidMeMind == ignoreMe))
continue;
var avoidMeEntity = avoidMeMind.OwnedEntity;
if (avoidMeEntity == null)
continue;
if (TryComp(avoidMeEntity.Value, out MobStateComponent? mobState))
{
// Does have mob state component; if critical or dead, they don't really matter for spawn checks
if (mobState.IsCritical() || mobState.IsDead())
continue;
}
else
{
// Doesn't have mob state component. Assume something interesting is going on and don't count this as someone to avoid.
continue;
}
existingPlayerPoints.Add(Transform(avoidMeEntity.Value).Coordinates);
}
// Iterate over each possible spawn point, comparing to the existing player points.
// On failure, the returned target is the location that we're already at.
var bestTargetDistanceFromNearest = -1.0f;
// Need the random shuffle or it stuffs the first person into Atmospherics pretty reliably
var ents = EntityManager.EntityQuery<SpawnPointComponent>().Select(x => x.Owner).ToList();
_robustRandom.Shuffle(ents);
var foundATarget = false;
bestTarget = EntityCoordinates.Invalid;
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
foreach (var entity in ents)
{
if (!atmosphereSystem.IsTileMixtureProbablySafe(Transform(entity).Coordinates))
continue;
var distanceFromNearest = float.PositiveInfinity;
foreach (var existing in existingPlayerPoints)
{
if (Transform(entity).Coordinates.TryDistance(EntityManager, existing, out var dist))
distanceFromNearest = Math.Min(distanceFromNearest, dist);
}
if (bestTargetDistanceFromNearest < distanceFromNearest)
{
bestTarget = Transform(entity).Coordinates;
bestTargetDistanceFromNearest = distanceFromNearest;
foundATarget = true;
}
}
return foundATarget;
}
}

View File

@@ -0,0 +1,262 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Chat.Managers;
using Content.Server.Objectives.Interfaces;
using Content.Server.Players;
using Content.Server.Roles;
using Content.Server.Traitor;
using Content.Server.Traitor.Uplink;
using Content.Server.Traitor.Uplink.Account;
using Content.Shared.CCVar;
using Content.Shared.Dataset;
using Content.Shared.Sound;
using Content.Shared.Traitor.Uplink;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
public class TraitorRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IObjectivesManager _objectivesManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
public override string Prototype => "Traitor";
private readonly SoundSpecifier _addedSound = new SoundPathSpecifier("/Audio/Misc/tatoralert.ogg");
private readonly List<TraitorRole> _traitors = new ();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayersSpawned);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
}
public override void Added()
{
// This seems silly, but I'll leave it.
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-traitor-added-announcement"));
}
public override void Removed()
{
_traitors.Clear();
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
if (!Enabled)
return;
var minPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
if (!ev.Forced && ev.Players.Length < minPlayers)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
ev.Cancel();
return;
}
if (ev.Players.Length == 0)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-no-one-ready"));
ev.Cancel();
return;
}
}
private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
{
if (!Enabled)
return;
var playersPerTraitor = _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
var maxTraitors = _cfg.GetCVar(CCVars.TraitorMaxTraitors);
var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
var startingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance);
var maxDifficulty = _cfg.GetCVar(CCVars.TraitorMaxDifficulty);
var maxPicks = _cfg.GetCVar(CCVars.TraitorMaxPicks);
var list = new List<IPlayerSession>(ev.Players).Where(x =>
x.Data.ContentData()?.Mind?.AllRoles.All(role => role is not Job {CanBeAntag: false}) ?? false
).ToList();
var prefList = new List<IPlayerSession>();
foreach (var player in list)
{
if (!ev.Profiles.ContainsKey(player.UserId))
{
continue;
}
var profile = ev.Profiles[player.UserId];
if (profile.AntagPreferences.Contains("Traitor"))
{
prefList.Add(player);
}
}
var numTraitors = MathHelper.Clamp(ev.Players.Length / playersPerTraitor,
1, maxTraitors);
for (var i = 0; i < numTraitors; i++)
{
IPlayerSession traitor;
if(prefList.Count < numTraitors)
{
if (list.Count == 0)
{
Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
break;
}
traitor = _random.PickAndTake(list);
Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
}
else
{
traitor = _random.PickAndTake(prefList);
list.Remove(traitor);
Logger.InfoS("preset", "Selected a preferred traitor.");
}
var mind = traitor.Data.ContentData()?.Mind;
if (mind == null)
{
Logger.ErrorS("preset", "Failed getting mind for picked traitor.");
continue;
}
// creadth: we need to create uplink for the antag.
// PDA should be in place already, so we just need to
// initiate uplink account.
DebugTools.AssertNotNull(mind.OwnedEntity);
var uplinkAccount = new UplinkAccount(startingBalance, mind.OwnedEntity!);
var accounts = EntityManager.EntitySysManager.GetEntitySystem<UplinkAccountsSystem>();
accounts.AddNewAccount(uplinkAccount);
if (!EntityManager.EntitySysManager.GetEntitySystem<UplinkSystem>()
.AddUplink(mind.OwnedEntity!.Value, uplinkAccount))
continue;
var traitorRole = new TraitorRole(mind);
mind.AddRole(traitorRole);
_traitors.Add(traitorRole);
}
var adjectives = _prototypeManager.Index<DatasetPrototype>("adjectives").Values;
var verbs = _prototypeManager.Index<DatasetPrototype>("verbs").Values;
var codewordPool = adjectives.Concat(verbs).ToList();
var finalCodewordCount = Math.Min(codewordCount, codewordPool.Count);
var codewords = new string[finalCodewordCount];
for (var i = 0; i < finalCodewordCount; i++)
{
codewords[i] = _random.PickAndTake(codewordPool);
}
foreach (var traitor in _traitors)
{
traitor.GreetTraitor(codewords);
//give traitors their objectives
var difficulty = 0f;
for (var pick = 0; pick < maxPicks && maxDifficulty > difficulty; pick++)
{
var objective = _objectivesManager.GetRandomObjective(traitor.Mind);
if (objective == null) continue;
if (traitor.Mind.TryAddObjective(objective))
difficulty += objective.Difficulty;
}
}
SoundSystem.Play(Filter.Empty().AddPlayers(_traitors.Select(t => t.Mind.Session!)), _addedSound.GetSound(), AudioParams.Default);
}
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
if (!Enabled)
return;
var result = Loc.GetString("traitor-round-end-result", ("traitorCount", _traitors.Count));
foreach (var traitor in _traitors)
{
var name = traitor.Mind.CharacterName;
traitor.Mind.TryGetSession(out var session);
var username = session?.Name;
var objectives = traitor.Mind.AllObjectives.ToArray();
if (objectives.Length == 0)
{
if (username != null)
{
if (name == null)
result += "\n" + Loc.GetString("traitor-user-was-a-traitor", ("user", username));
else
result += "\n" + Loc.GetString("traitor-user-was-a-traitor-named", ("user", username), ("name", name));
}
else if (name != null)
result += "\n" + Loc.GetString("traitor-was-a-traitor-named", ("name", name));
continue;
}
if (username != null)
{
if (name == null)
result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives", ("user", username));
else
result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives-named", ("user", username), ("name", name));
}
else if (name != null)
result += "\n" + Loc.GetString("traitor-was-a-traitor-with-objectives-named", ("name", name));
foreach (var objectiveGroup in objectives.GroupBy(o => o.Prototype.Issuer))
{
result += "\n" + Loc.GetString($"preset-traitor-objective-issuer-{objectiveGroup.Key}");
foreach (var objective in objectiveGroup)
{
foreach (var condition in objective.Conditions)
{
var progress = condition.Progress;
if (progress > 0.99f)
{
result += "\n- " + Loc.GetString(
"traitor-objective-condition-success",
("condition", condition.Title),
("markupColor", "green")
);
}
else
{
result += "\n- " + Loc.GetString(
"traitor-objective-condition-fail",
("condition", condition.Title),
("progress", (int) (progress * 100)),
("markupColor", "red")
);
}
}
}
}
}
ev.AddLine(result);
}
}

View File

@@ -28,6 +28,10 @@ namespace Content.Server.Objectives.Conditions
mobState.IsAlive() && mobState.IsAlive() &&
mc.Mind != mind; mc.Mind != mind;
}).Select(mc => mc.Mind).ToList(); }).Select(mc => mc.Mind).ToList();
if (allHumans.Count == 0)
return new DieCondition(); // I guess I'll die
return new KillRandomPersonCondition {Target = IoCManager.Resolve<IRobustRandom>().Pick(allHumans)}; return new KillRandomPersonCondition {Target = IoCManager.Resolve<IRobustRandom>().Pick(allHumans)};
} }
} }

View File

@@ -1,10 +1,14 @@
using System.Collections.Generic; using System.Collections.Generic;
using Content.Server.GameTicking; using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.Holiday.Greet;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Log; using Robust.Shared.Log;
using Robust.Shared.Prototypes;
using Robust.Shared.Random; using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
namespace Content.Server.Spawners.Components namespace Content.Server.Spawners.Components
@@ -18,11 +22,11 @@ namespace Content.Server.Spawners.Components
public override string Name => "ConditionalSpawner"; public override string Name => "ConditionalSpawner";
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField("prototypes")] [DataField("prototypes", customTypeSerializer:typeof(PrototypeIdListSerializer<EntityPrototype>))]
public List<string> Prototypes { get; set; } = new(); public List<string> Prototypes { get; set; } = new();
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
[DataField("gameRules")] [DataField("gameRules", customTypeSerializer:typeof(PrototypeIdListSerializer<GameRulePrototype>))]
private readonly List<string> _gameRules = new(); private readonly List<string> _gameRules = new();
[ViewVariables(VVAccess.ReadWrite)] [ViewVariables(VVAccess.ReadWrite)]
@@ -31,7 +35,7 @@ namespace Content.Server.Spawners.Components
public void RuleAdded(GameRuleAddedEvent obj) public void RuleAdded(GameRuleAddedEvent obj)
{ {
if(_gameRules.Contains(obj.Rule.GetType().Name)) if(_gameRules.Contains(obj.Rule.ID))
Spawn(); Spawn();
} }

View File

@@ -1,78 +0,0 @@
using System;
using System.Linq;
using Content.Shared.GameTicking;
using Content.Shared.Suspicion;
using JetBrains.Annotations;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.Suspicion.EntitySystems
{
[UsedImplicitly]
public sealed class SuspicionEndTimerSystem : EntitySystem
{
[Dependency] private readonly IPlayerManager _playerManager = null!;
private TimeSpan? _endTime;
public TimeSpan? EndTime
{
get => _endTime;
set
{
_endTime = value;
SendUpdateToAll();
}
}
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
}
public override void Shutdown()
{
base.Shutdown();
_playerManager.PlayerStatusChanged -= PlayerManagerOnPlayerStatusChanged;
}
private void PlayerManagerOnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.InGame)
{
SendUpdateTimerMessage(e.Session);
}
}
private void SendUpdateToAll()
{
foreach (var player in _playerManager.ServerSessions.Where(p => p.Status == SessionStatus.InGame))
{
SendUpdateTimerMessage(player);
}
}
private void SendUpdateTimerMessage(IPlayerSession player)
{
var msg = new SuspicionMessages.SetSuspicionEndTimerMessage
{
EndTime = EndTime
};
EntityManager.EntityNetManager?.SendSystemNetworkMessage(msg, player.ConnectedClient);
}
private void Reset(RoundRestartCleanupEvent ev)
{
EndTime = null;
}
}
}

View File

@@ -1,96 +0,0 @@
using System.Collections.Generic;
using Content.Server.Roles;
using Content.Server.Suspicion.Roles;
using Content.Shared.GameTicking;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
namespace Content.Server.Suspicion.EntitySystems
{
[UsedImplicitly]
public class SuspicionRoleSystem : EntitySystem
{
private readonly HashSet<SuspicionRoleComponent> _traitors = new();
public IReadOnlyCollection<SuspicionRoleComponent> Traitors => _traitors;
#region Overrides of EntitySystem
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
SubscribeLocalEvent<SuspicionRoleComponent, PlayerAttachedEvent>(OnPlayerAttached);
SubscribeLocalEvent<SuspicionRoleComponent, PlayerDetachedEvent>(OnPlayerDetached);
SubscribeLocalEvent<SuspicionRoleComponent, RoleAddedEvent>(OnRoleAdded);
SubscribeLocalEvent<SuspicionRoleComponent, RoleRemovedEvent>(OnRoleRemoved);
}
private void OnPlayerDetached(EntityUid uid, SuspicionRoleComponent component, PlayerDetachedEvent args)
{
component.SyncRoles();
}
private void OnPlayerAttached(EntityUid uid, SuspicionRoleComponent component, PlayerAttachedEvent args)
{
component.SyncRoles();
}
private void OnRoleAdded(EntityUid uid, SuspicionRoleComponent component, RoleAddedEvent args)
{
if (args.Role is not SuspicionRole role) return;
component.Role = role;
}
private void OnRoleRemoved(EntityUid uid, SuspicionRoleComponent component, RoleRemovedEvent args)
{
if (args.Role is not SuspicionRole) return;
component.Role = null;
}
#endregion
public void AddTraitor(SuspicionRoleComponent role)
{
if (!_traitors.Add(role))
{
return;
}
foreach (var traitor in _traitors)
{
traitor.AddAlly(role);
}
role.SetAllies(_traitors);
}
public void RemoveTraitor(SuspicionRoleComponent role)
{
if (!_traitors.Remove(role))
{
return;
}
foreach (var traitor in _traitors)
{
traitor.RemoveAlly(role);
}
role.ClearAllies();
}
public override void Shutdown()
{
_traitors.Clear();
base.Shutdown();
}
public void Reset(RoundRestartCleanupEvent ev)
{
_traitors.Clear();
}
}
}

View File

@@ -1,9 +1,9 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Content.Server.GameTicking.Rules;
using Content.Server.Mind.Components; using Content.Server.Mind.Components;
using Content.Server.Roles; using Content.Server.Roles;
using Content.Server.Suspicion.EntitySystems;
using Content.Server.Suspicion.Roles; using Content.Server.Suspicion.Roles;
using Content.Shared.Examine; using Content.Shared.Examine;
using Content.Shared.MobState.Components; using Content.Shared.MobState.Components;
@@ -11,7 +11,6 @@ using Content.Shared.Suspicion;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Players;
using Robust.Shared.Utility; using Robust.Shared.Utility;
using Robust.Shared.ViewVariables; using Robust.Shared.ViewVariables;
@@ -43,17 +42,17 @@ namespace Content.Server.Suspicion
Dirty(); Dirty();
var suspicionRoleSystem = EntitySystem.Get<SuspicionRoleSystem>(); var sus = EntitySystem.Get<SuspicionRuleSystem>();
if (value == null || !value.Antagonist) if (value == null || !value.Antagonist)
{ {
ClearAllies(); ClearAllies();
suspicionRoleSystem.RemoveTraitor(this); sus.RemoveTraitor(this);
} }
else if (value.Antagonist) else if (value.Antagonist)
{ {
SetAllies(suspicionRoleSystem.Traitors); SetAllies(sus.Traitors);
suspicionRoleSystem.AddTraitor(this); sus.AddTraitor(this);
} }
} }
} }

View File

@@ -2,6 +2,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Content.Server.GameTicking; using Content.Server.GameTicking;
using Content.Server.GameTicking.Presets;
using Content.Server.Maps; using Content.Server.Maps;
using Content.Server.RoundEnd; using Content.Server.RoundEnd;
using Content.Shared.CCVar; using Content.Shared.CCVar;
@@ -11,6 +12,7 @@ using Robust.Shared.Configuration;
using Robust.Shared.GameObjects; using Robust.Shared.GameObjects;
using Robust.Shared.IoC; using Robust.Shared.IoC;
using Robust.Shared.Localization; using Robust.Shared.Localization;
using Robust.Shared.Prototypes;
using Robust.Shared.Random; using Robust.Shared.Random;
namespace Content.Server.Voting.Managers namespace Content.Server.Voting.Managers
@@ -105,13 +107,15 @@ namespace Content.Server.Voting.Managers
private void CreatePresetVote(IPlayerSession? initiator) private void CreatePresetVote(IPlayerSession? initiator)
{ {
var presets = new Dictionary<string, string> var presets = new Dictionary<string, string>();
foreach (var preset in _prototypeManager.EnumeratePrototypes<GamePresetPrototype>())
{ {
["traitor"] = "mode-traitor", if(!preset.ShowInVote)
["extended"] = "mode-extended", continue;
["sandbox"] = "mode-sandbox",
["suspicion"] = "mode-suspicion", presets[preset.ID] = preset.ModeTitle;
}; }
var alone = _playerManager.PlayerCount == 1 && initiator != null; var alone = _playerManager.PlayerCount == 1 && initiator != null;
var options = new VoteOptions var options = new VoteOptions
@@ -150,7 +154,7 @@ namespace Content.Server.Voting.Managers
Loc.GetString("ui-vote-gamemode-win", ("winner", Loc.GetString(presets[picked])))); Loc.GetString("ui-vote-gamemode-win", ("winner", Loc.GetString(presets[picked]))));
} }
EntitySystem.Get<GameTicker>().SetStartPreset(picked); EntitySystem.Get<GameTicker>().SetGamePreset(picked);
}; };
} }

View File

@@ -36,6 +36,7 @@ namespace Content.Server.Voting.Managers
[Dependency] private readonly IAdminManager _adminMgr = default!; [Dependency] private readonly IAdminManager _adminMgr = default!;
[Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IAfkManager _afkManager = default!; [Dependency] private readonly IAfkManager _afkManager = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IGameMapManager _gameMapManager = default!; [Dependency] private readonly IGameMapManager _gameMapManager = default!;
private int _nextVoteId = 1; private int _nextVoteId = 1;

View File

@@ -85,7 +85,7 @@ namespace Content.Shared.CCVar
/// Controls the default game preset. /// Controls the default game preset.
/// </summary> /// </summary>
public static readonly CVarDef<string> public static readonly CVarDef<string>
GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "Suspicion", CVar.ARCHIVE); GameLobbyDefaultPreset = CVarDef.Create("game.defaultpreset", "suspicion", CVar.ARCHIVE);
/// <summary> /// <summary>
/// Controls if the game can force a different preset if the current preset's criteria are not met. /// Controls if the game can force a different preset if the current preset's criteria are not met.
@@ -97,7 +97,7 @@ namespace Content.Shared.CCVar
/// The preset for the game to fall back to if the selected preset could not be used, and fallback is enabled. /// The preset for the game to fall back to if the selected preset could not be used, and fallback is enabled.
/// </summary> /// </summary>
public static readonly CVarDef<string> public static readonly CVarDef<string>
GameLobbyFallbackPreset = CVarDef.Create("game.fallbackpreset", "Sandbox", CVar.ARCHIVE); GameLobbyFallbackPreset = CVarDef.Create("game.fallbackpreset", "sandbox", CVar.ARCHIVE);
/// <summary> /// <summary>
/// Controls if people can win the game in Suspicion or Deathmatch. /// Controls if people can win the game in Suspicion or Deathmatch.

View File

@@ -0,0 +1,2 @@
death-match-title = DeathMatch
death-match-description = Kill anything that moves!

View File

@@ -0,0 +1,2 @@
extended-title = Extended
extended-description = No antagonists, have fun!

View File

@@ -0,0 +1,2 @@
sandbox-title = Sandbox
sandbox-description = No stress, build something!

View File

@@ -0,0 +1,2 @@
suspicion-title = Suspicion
suspicion-description = Suspicion on the Space Station. There are traitors on board... Can you kill them before they kill you?

View File

@@ -25,6 +25,7 @@ traitor-objective-condition-success = {$condition} | [color={$markupColor}]Succe
traitor-objective-condition-fail = {$condition} | [color={$markupColor}]Failure![/color] ({$progress}%) traitor-objective-condition-fail = {$condition} | [color={$markupColor}]Failure![/color] ({$progress}%)
traitor-title = Traitor traitor-title = Traitor
traitor-description = There are traitors among us...
traitor-not-enough-ready-players = Not enough players readied up for the game! There were {$readyPlayersCount} players readied up out of {$minimumPlayers} needed. traitor-not-enough-ready-players = Not enough players readied up for the game! There were {$readyPlayersCount} players readied up out of {$minimumPlayers} needed.
traitor-no-one-ready = No players readied up! Can't start Traitor. traitor-no-one-ready = No players readied up! Can't start Traitor.

View File

@@ -4,5 +4,5 @@ rule-suspicion-check-winner-stalemate = Everybody is dead, it's a stalemate!
rule-suspicion-check-winner-station-win = The traitors are dead! The innocents win. rule-suspicion-check-winner-station-win = The traitors are dead! The innocents win.
rule-suspicion-check-winner-traitor-win = The innocents are dead! The traitors win. rule-suspicion-check-winner-traitor-win = The innocents are dead! The traitors win.
rule-suspicion-end-round-innocents-victory = The innocents have won! rule-suspicion-end-round-innocents-victory = The innocents have won!
rule-suspicion-end-round-trators-victory = The traitors have won! rule-suspicion-end-round-traitors-victory = The traitors have won!
rule-suspicion-end-round-nobody-victory = Nobody wins! rule-suspicion-end-round-nobody-victory = Nobody wins!

View File

@@ -6,6 +6,6 @@ suspicion-objective = Objective: {$objectiveText}
# Shown when greeted with the Suspicion role # Shown when greeted with the Suspicion role
suspicion-partners-in-crime = {$partnersCount -> suspicion-partners-in-crime = {$partnersCount ->
*[zero] You're on your own. Good luck! [zero] You're on your own. Good luck!
[one] Your partner in crime is {$partnerNames}. [one] Your partner in crime is {$partnerNames}.
[other] Your partners in crime are {$partnerNames}. [other] Your partners in crime are {$partnerNames}.

View File

@@ -16,8 +16,3 @@ ui-vote-gamemode-win = { $winner } won the gamemode vote!
ui-vote-map-title = Next map ui-vote-map-title = Next map
ui-vote-map-tie = Tie for map vote! Picking... { $picked } ui-vote-map-tie = Tie for map vote! Picking... { $picked }
ui-vote-map-win = { $winner } won the map vote! ui-vote-map-win = { $winner } won the map vote!
mode-traitor = Traitor
mode-extended = Extended
mode-sandbox = Sandbox
mode-suspicion = Suspicion

View File

@@ -19,7 +19,7 @@
- RifleCalico - RifleCalico
chance: 0.75 chance: 0.75
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion Pistol Spawner name: Suspicion Pistol Spawner
@@ -45,7 +45,7 @@
- PistolPaco - PistolPaco
chance: 0.95 chance: 0.95
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion Melee Spawner name: Suspicion Melee Spawner
@@ -66,7 +66,7 @@
- Stunbaton - Stunbaton
chance: 0.95 chance: 0.95
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion Revolver Spawner name: Suspicion Revolver Spawner
@@ -84,7 +84,7 @@
- RevolverMateba - RevolverMateba
chance: 0.95 chance: 0.95
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion Shotgun Spawner name: Suspicion Shotgun Spawner
@@ -106,7 +106,7 @@
- ShotgunSawn - ShotgunSawn
chance: 0.95 chance: 0.95
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion SMG Spawner name: Suspicion SMG Spawner
@@ -126,7 +126,7 @@
- SmgZoric - SmgZoric
chance: 0.95 chance: 0.95
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion Sniper Spawner name: Suspicion Sniper Spawner
@@ -144,7 +144,7 @@
- SniperHeavy - SniperHeavy
chance: 0.95 chance: 0.95
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion Hitscan Spawner name: Suspicion Hitscan Spawner
@@ -166,7 +166,7 @@
- TaserGun - TaserGun
chance: 0.85 chance: 0.85
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion Launchers Spawner name: Suspicion Launchers Spawner
@@ -183,7 +183,7 @@
- LauncherRocket - LauncherRocket
chance: 0.75 chance: 0.75
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion Grenades Spawner name: Suspicion Grenades Spawner
@@ -206,7 +206,7 @@
- SoapSyndie # shhh! - SoapSyndie # shhh!
chance: 0.75 chance: 0.75
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion Rifle Ammo Spawner name: Suspicion Rifle Ammo Spawner
@@ -227,7 +227,7 @@
- MagazinePistolCalicoTopMounted - MagazinePistolCalicoTopMounted
chance: 0.95 chance: 0.95
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion Shotgun Ammo Spawner name: Suspicion Shotgun Ammo Spawner
@@ -243,7 +243,7 @@
- MagazineShotgun - MagazineShotgun
chance: 0.95 chance: 0.95
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion Pistol Ammo Spawner name: Suspicion Pistol Ammo Spawner
@@ -260,7 +260,7 @@
- MagazineHCPistol - MagazineHCPistol
chance: 0.95 chance: 0.95
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion Magnum Ammo Spawner name: Suspicion Magnum Ammo Spawner
@@ -277,7 +277,7 @@
- MagazineMagnumSmg - MagazineMagnumSmg
chance: 0.95 chance: 0.95
gameRules: gameRules:
- RuleSuspicion - Suspicion
- type: entity - type: entity
name: Suspicion Launcher Ammo Spawner name: Suspicion Launcher Ammo Spawner
@@ -294,4 +294,4 @@
- GrenadeFrag - GrenadeFrag
chance: 0.95 chance: 0.95
gameRules: gameRules:
- RuleSuspicion - Suspicion

View File

@@ -12,4 +12,4 @@
- TraitorDMRedemptionMachine - TraitorDMRedemptionMachine
chance: 1.0 chance: 1.0
gameRules: gameRules:
- RuleTraitorDeathMatch - TraitorDeathMatch

View File

@@ -1,6 +1,6 @@
- type: antag - type: antag
id: SuspicionTraitor id: SuspicionTraitor
name: "traitor" name: "suspect"
antagonist: true antagonist: true
setPreference: true setPreference: true
objective: "Kill the innocents." objective: "Kill the innocents."

View File

@@ -0,0 +1,6 @@
- type: antag
id: Traitor
name: "traitor"
antagonist: true
setPreference: true
objective: "Complete your objectives without being caught."

View File

@@ -0,0 +1,60 @@
- type: gamePreset
id: Extended
alias:
- extended
- shittersafari
name: extended-title
showInVote: true
description: extended-description
- type: gamePreset
id: Sandbox
alias:
- sandbox
name: sandbox-title
description: sandbox-description
showInVote: true
rules:
- Sandbox
- type: gamePreset
id: Traitor
alias:
- traitor
name: traitor-title
description: traitor-description
showInVote: true
rules:
- Traitor
- type: gamePreset
id: Suspicion
alias:
- suspicion
- sus
name: suspicion-title
description: suspicion-description
showInVote: true
rules:
- Suspicion
- type: gamePreset
id: Deathmatch
alias:
- deathmatch
- dm
name: death-match-title
description: death-match-description
rules:
- DeathMatch
- type: gamePreset
id: TraitorDeathMatch
alias:
- traitordm
- traitordeathmatch
name: traitor-death-match-title
description: traitor-death-match-description
rules:
- TraitorDeathMatch
- MaxTimeRestart

View File

@@ -0,0 +1,20 @@
- type: gameRule
id: DeathMatch
- type: gameRule
id: InactivityTimeRestart
- type: gameRule
id: MaxTimeRestart
- type: gameRule
id: Suspicion
- type: gameRule
id: Traitor
- type: gameRule
id: TraitorDeathMatch
- type: gameRule
id: Sandbox