Give nukies the ability to declare war for a TC boost (#19291)

Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
This commit is contained in:
Morb
2023-08-30 10:56:20 +03:00
committed by GitHub
parent 5bb6a64dbd
commit c99e365ce7
23 changed files with 831 additions and 18 deletions

View File

@@ -1,7 +1,10 @@
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using Content.Server.Administration.Commands;
using Content.Server.Chat.Managers;
using Content.Server.Chat.Systems;
using Content.Server.Communications;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Ghost.Roles.Events;
@@ -11,30 +14,40 @@ using Content.Server.Mind.Components;
using Content.Server.NPC.Components;
using Content.Server.NPC.Systems;
using Content.Server.Nuke;
using Content.Server.NukeOps;
using Content.Server.Popups;
using Content.Server.Preferences.Managers;
using Content.Server.Roles;
using Content.Server.RoundEnd;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events;
using Content.Server.Shuttles.Systems;
using Content.Server.Spawners.Components;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Server.Store.Components;
using Content.Server.Store.Systems;
using Content.Shared.Dataset;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Nuke;
using Content.Shared.NukeOps;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Store;
using Content.Shared.Tag;
using Content.Shared.Zombies;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
@@ -58,6 +71,18 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
[Dependency] private readonly MindSystem _mindSystem = default!;
[Dependency] private readonly RoleSystem _roles = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ChatSystem _chatSystem = default!;
[Dependency] private readonly StoreSystem _storeSystem = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly WarDeclaratorSystem _warDeclaratorSystem = default!;
[ValidatePrototypeId<CurrencyPrototype>]
private const string TelecrystalCurrencyPrototype = "Telecrystal";
[ValidatePrototypeId<TagPrototype>]
private const string NukeOpsUplinkTagPrototype = "NukeOpsUplink";
[ValidatePrototypeId<AntagPrototype>]
public const string NukeopsId = "Nukeops";
@@ -78,6 +103,119 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
SubscribeLocalEvent<NukeOperativeComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<NukeOperativeComponent, ComponentRemove>(OnComponentRemove);
SubscribeLocalEvent<NukeOperativeComponent, EntityZombifiedEvent>(OnOperativeZombified);
SubscribeLocalEvent<CommunicationConsoleCallShuttleAttemptEvent>(OnShuttleCallAttempt);
SubscribeLocalEvent<ShuttleConsoleFTLTravelStartEvent>(OnShuttleConsoleFTLStart);
SubscribeLocalEvent<ConsoleFTLAttemptEvent>(OnShuttleFTLAttempt);
}
/// <summary>
/// Returns true when the player with UID opUid is a nuclear operative. Prevents random
/// people from using the war declarator outside of the game mode.
/// </summary>
public bool TryGetRuleFromOperative(EntityUid opUid, [NotNullWhen(true)] out (NukeopsRuleComponent, GameRuleComponent)? comps)
{
comps = null;
var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var ruleEnt, out var nukeops, out var gameRule))
{
if (!GameTicker.IsGameRuleAdded(ruleEnt, gameRule))
continue;
var found = nukeops.OperativePlayers.Values.Any(v => v.AttachedEntity == opUid);
if (found)
{
comps = (nukeops, gameRule);
return true;
}
}
return false;
}
/// <summary>
/// Search rule components by grid uid
/// </summary>
public bool TryGetRuleFromGrid(EntityUid gridId, [NotNullWhen(true)] out (NukeopsRuleComponent, GameRuleComponent)? comps)
{
comps = null;
var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var ruleEnt, out var nukeops, out var gameRule))
{
if (!GameTicker.IsGameRuleAdded(ruleEnt, gameRule))
continue;
if (gridId == nukeops.NukieShuttle || gridId == nukeops.NukieOutpost)
{
comps = (nukeops, gameRule);
return true;
}
}
return false;
}
/// <summary>
/// Returns conditions for war declaration
/// </summary>
public WarConditionStatus GetWarCondition(NukeopsRuleComponent nukieRule, GameRuleComponent gameRule)
{
if (!nukieRule.CanEnableWarOps)
return WarConditionStatus.NO_WAR_UNKNOWN;
if (nukieRule.WarDeclaredTime != null && nukieRule.WarNukieArriveDelay != null)
{
// Nukies must wait some time after declaration of war to get on the station
var warTime = _gameTiming.CurTime.Subtract(nukieRule.WarDeclaredTime.Value);
if (warTime > nukieRule.WarNukieArriveDelay)
{
return WarConditionStatus.WAR_READY;
}
return WarConditionStatus.WAR_DELAY;
}
if (nukieRule.OperativePlayers.Count < nukieRule.WarDeclarationMinOps)
return WarConditionStatus.NO_WAR_SMALL_CREW;
if (nukieRule.LeftOutpost)
return WarConditionStatus.NO_WAR_SHUTTLE_DEPARTED;
var gameruleTime = _gameTiming.CurTime.Subtract(gameRule.ActivatedAt);
if (gameruleTime > nukieRule.WarDeclarationDelay)
return WarConditionStatus.NO_WAR_TIMEOUT;
return WarConditionStatus.YES_WAR;
}
public void DeclareWar(EntityUid opsUid, string msg, string title, SoundSpecifier? announcementSound = null, Color? colorOverride = null)
{
if (!TryGetRuleFromOperative(opsUid, out var comps))
return;
var nukieRule = comps.Value.Item1;
nukieRule.WarDeclaredTime = _gameTiming.CurTime;
_chatSystem.DispatchGlobalAnnouncement(msg, title, announcementSound: announcementSound, colorOverride: colorOverride);
DistributeExtraTC(nukieRule);
_warDeclaratorSystem.RefreshAllUI(comps.Value.Item1, comps.Value.Item2);
}
private void DistributeExtraTC(NukeopsRuleComponent nukieRule)
{
var enumerator = EntityQueryEnumerator<StoreComponent>();
while (enumerator.MoveNext(out var uid, out var component))
{
if (!_tag.HasTag(uid, NukeOpsUplinkTagPrototype))
continue;
if (!nukieRule.NukieOutpost.HasValue)
continue;
if (Transform(uid).MapID != Transform(nukieRule.NukieOutpost.Value).MapID) // Will receive bonus TC only on their start outpost
continue;
_storeSystem.TryAddCurrency(new () { { TelecrystalCurrencyPrototype, nukieRule.WarTCAmountPerNukie } }, uid, component);
var msg = Loc.GetString("store-currency-war-boost-given", ("target", uid));
_popupSystem.PopupEntity(msg, uid);
}
}
private void OnComponentInit(EntityUid uid, NukeOperativeComponent component, ComponentInit args)
@@ -597,7 +735,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
if (!_mindSystem.TryGetMind(uid, out var mindId, out var mind))
return;
foreach (var nukeops in EntityQuery<NukeopsRuleComponent>())
foreach (var (nukeops, gameRule) in EntityQuery<NukeopsRuleComponent, GameRuleComponent>())
{
if (nukeops.OperativeMindPendingData.TryGetValue(uid, out var role) || !nukeops.SpawnOutpost || !nukeops.EndsRound)
{
@@ -615,6 +753,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
var name = MetaData(uid).EntityName;
nukeops.OperativePlayers.Add(name, playerSession);
_warDeclaratorSystem.RefreshAllUI(nukeops, gameRule);
if (GameTicker.RunLevel != GameRunLevel.InRound)
return;
@@ -680,6 +819,8 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
_shuttle.TryFTLDock(shuttleId, shuttle, component.NukieOutpost.Value);
}
AddComp<NukeOpsShuttleComponent>(shuttleId);
component.NukiePlanet = mapId;
component.NukieShuttle = shuttleId;
return true;
@@ -856,6 +997,81 @@ public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
}
}
private void OnShuttleFTLAttempt(ref ConsoleFTLAttemptEvent ev)
{
var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var ruleUid, out var nukeops, out var gameRule))
{
if (!GameTicker.IsGameRuleAdded(ruleUid, gameRule))
continue;
if (nukeops.NukieOutpost == null ||
nukeops.WarDeclaredTime == null ||
nukeops.WarNukieArriveDelay == null ||
ev.Uid != nukeops.NukieShuttle)
continue;
var mapOutpost = Transform(nukeops.NukieOutpost.Value).MapID;
var mapShuttle = Transform(ev.Uid).MapID;
if (mapOutpost == mapShuttle)
{
var timeAfterDeclaration = _gameTiming.CurTime.Subtract(nukeops.WarDeclaredTime.Value);
var timeRemain = nukeops.WarNukieArriveDelay.Value.Subtract(timeAfterDeclaration);
if (timeRemain > TimeSpan.Zero)
{
ev.Cancelled = true;
ev.Reason = Loc.GetString("war-ops-infiltrator-unavailable", ("minutes", timeRemain.Minutes), ("seconds", timeRemain.Seconds));
}
}
}
}
private void OnShuttleConsoleFTLStart(ref ShuttleConsoleFTLTravelStartEvent ev)
{
var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var ruleUid, out var nukeops, out var gameRule))
{
if (!GameTicker.IsGameRuleAdded(ruleUid, gameRule))
continue;
var gridUid = Transform(ev.Uid).GridUid;
if (nukeops.NukieOutpost == null ||
gridUid == null ||
gridUid.Value != nukeops.NukieShuttle)
continue;
var mapOutpost = Transform(nukeops.NukieOutpost.Value).MapID;
var mapShuttle = Transform(ev.Uid).MapID;
if (mapOutpost == mapShuttle)
{
nukeops.LeftOutpost = true;
if (TryGetRuleFromGrid(gridUid.Value, out var comps))
_warDeclaratorSystem.RefreshAllUI(comps.Value.Item1, comps.Value.Item2);
}
}
}
private void OnShuttleCallAttempt(ref CommunicationConsoleCallShuttleAttemptEvent ev)
{
var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var ruleUid, out var nukeops, out var gameRule))
{
if (!GameTicker.IsGameRuleAdded(ruleUid, gameRule))
continue;
// Can't call while nukies are preparing to arrive
if (GetWarCondition(nukeops, gameRule) == WarConditionStatus.WAR_DELAY)
{
ev.Cancelled = true;
ev.Reason = Loc.GetString("war-ops-shuttle-call-unavailable");
return;
}
}
}
protected override void Started(EntityUid uid, NukeopsRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);