Antag menu (#9900)

* Refactor traitor generation code.

* RandomTraitorAlive no longer crashes when 1 traitor. Also cleaner/faster

* Add Antag menu for admins, add Traitor to the list.

* Add zombie to admin-antag menu

* Pirates, lone op, make traitor consistent with the rest.

* Add name strings

* cleaned usings.

* Cleanup.

Co-authored-by: drakewill <drake@drakewill-crl>
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
This commit is contained in:
drakewill-CRL
2022-07-20 05:46:23 -04:00
committed by GitHub
parent 6d53826c58
commit d02e2dad26
9 changed files with 236 additions and 92 deletions

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@@ -0,0 +1,106 @@
using Content.Server.GameTicking.Rules;
using Content.Server.Mind.Components;
using Content.Server.Zombies;
using Content.Shared.Administration;
using Content.Shared.Database;
using Content.Shared.Verbs;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
namespace Content.Server.Administration.Systems;
public sealed partial class AdminVerbSystem
{
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
[Dependency] private readonly TraitorRuleSystem _traitorRule = default!;
[Dependency] private readonly NukeopsRuleSystem _nukeopsRule = default!;
[Dependency] private readonly PiratesRuleSystem _piratesRule = default!;
// All antag verbs have names so invokeverb works.
private void AddAntagVerbs(GetVerbsEvent<Verb> args)
{
if (!EntityManager.TryGetComponent<ActorComponent?>(args.User, out var actor))
return;
var player = actor.PlayerSession;
if (!_adminManager.HasAdminFlag(player, AdminFlags.Fun))
return;
var targetHasMind = TryComp(args.Target, out MindComponent? targetMindComp);
if (!targetHasMind || targetMindComp == null)
return;
Verb traitor = new()
{
Text = "Make Traitor",
Category = VerbCategory.Antag,
IconTexture = "/Textures/Structures/Wallmounts/posters.rsi/poster5_contraband.png",
Act = () =>
{
if (targetMindComp.Mind == null || targetMindComp.Mind.Session == null)
return;
_traitorRule.MakeTraitor(targetMindComp.Mind.Session);
},
Impact = LogImpact.High,
Message = Loc.GetString("admin-verb-make-traitor"),
};
args.Verbs.Add(traitor);
Verb zombie = new()
{
Text = "Make Zombie",
Category = VerbCategory.Antag,
IconTexture = "/Textures/Structures/Wallmounts/signs.rsi/bio.png",
Act = () =>
{
TryComp(args.Target, out MindComponent? mindComp);
if (mindComp == null || mindComp.Mind == null)
return;
_zombify.ZombifyEntity(targetMindComp.Owner);
},
Impact = LogImpact.High,
Message = Loc.GetString("admin-verb-make-zombie"),
};
args.Verbs.Add(zombie);
Verb nukeOp = new()
{
Text = "Make nuclear operative",
Category = VerbCategory.Antag,
IconTexture = "/Textures/Structures/Wallmounts/signs.rsi/radiation.png",
Act = () =>
{
if (targetMindComp.Mind == null || targetMindComp.Mind.Session == null)
return;
_nukeopsRule.MakeLoneNukie(targetMindComp.Mind);
},
Impact = LogImpact.High,
Message = Loc.GetString("admin-verb-make-nuclear-operative"),
};
args.Verbs.Add(nukeOp);
Verb pirate = new()
{
Text = "Make Pirate",
Category = VerbCategory.Antag,
IconTexture = "/Textures/Clothing/Head/Hats/pirate.rsi/icon.png",
Act = () =>
{
if (targetMindComp.Mind == null || targetMindComp.Mind.Session == null)
return;
_piratesRule.MakePirate(targetMindComp.Mind);
},
Impact = LogImpact.High,
Message = Loc.GetString("admin-verb-make-pirate"),
};
args.Verbs.Add(pirate);
}
}

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@@ -53,6 +53,7 @@ namespace Content.Server.Administration.Systems
SubscribeLocalEvent<GetVerbsEvent<Verb>>(AddAdminVerbs);
SubscribeLocalEvent<GetVerbsEvent<Verb>>(AddDebugVerbs);
SubscribeLocalEvent<GetVerbsEvent<Verb>>(AddSmiteVerbs);
SubscribeLocalEvent<GetVerbsEvent<Verb>>(AddAntagVerbs);
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
SubscribeLocalEvent<SolutionContainerManagerComponent, SolutionChangedEvent>(OnSolutionChanged);
}

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@@ -23,6 +23,7 @@ using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Content.Server.Traitor;
using System.Data;
namespace Content.Server.GameTicking.Rules;
@@ -287,6 +288,16 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
}
}
//For admins forcing someone to nukeOps.
public void MakeLoneNukie(Mind.Mind mind)
{
if (!mind.OwnedEntity.HasValue)
return;
mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(NukeopsPrototypeId)));
_stationSpawningSystem.EquipStartingGear(mind.OwnedEntity.Value, _prototypeManager.Index<StartingGearPrototype>("SyndicateOperativeGearFull"), null);
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
if (!RuleAdded)

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@@ -189,7 +189,7 @@ public sealed class PiratesRuleSystem : GameRuleSystem
if (spawns.Count == 0)
{
spawns.Add(Transform(_pirateShip).Coordinates);
Logger.WarningS("pirates", $"Fell back to default spawn for nukies!");
Logger.WarningS("pirates", $"Fell back to default spawn for pirates!");
}
for (var i = 0; i < ops.Length; i++)
@@ -223,6 +223,14 @@ public sealed class PiratesRuleSystem : GameRuleSystem
}); // Include the players in the appraisal.
}
//Forcing one player to be a pirate.
public void MakePirate(Mind.Mind mind)
{
if (!mind.OwnedEntity.HasValue)
return;
_stationSpawningSystem.EquipStartingGear(mind.OwnedEntity.Value, _prototypeManager.Index<StartingGearPrototype>("PirateGear"), null);
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
if (!RuleAdded)

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@@ -1,3 +1,4 @@
using System.Collections.Generic;
using System.Linq;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules.Configurations;
@@ -34,11 +35,12 @@ public sealed class TraitorRuleSystem : GameRuleSystem
public override string Prototype => "Traitor";
private readonly SoundSpecifier _addedSound = new SoundPathSpecifier("/Audio/Misc/tatoralert.ogg");
private readonly List<TraitorRole> _traitors = new ();
public List<TraitorRole> Traitors = new();
private const string TraitorPrototypeID = "Traitor";
public int TotalTraitors => _traitors.Count;
public int TotalTraitors => Traitors.Count;
public string[] Codewords = new string[3];
public override void Initialize()
{
@@ -53,11 +55,12 @@ public sealed class TraitorRuleSystem : GameRuleSystem
public override void Ended()
{
_traitors.Clear();
Traitors.Clear();
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
MakeCodewords();
if (!RuleAdded)
return;
@@ -84,6 +87,21 @@ public sealed class TraitorRuleSystem : GameRuleSystem
}
}
private void MakeCodewords()
{
var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
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);
Codewords = new string[finalCodewordCount];
for (var i = 0; i < finalCodewordCount; i++)
{
Codewords[i] = _random.PickAndTake(codewordPool);
}
}
private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
{
if (!RuleAdded)
@@ -91,11 +109,17 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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 numTraitors = MathHelper.Clamp(ev.Players.Length / playersPerTraitor, 1, maxTraitors);
var traitorPool = FindPotentialTraitors(ev);
var selectedTraitors = PickTraitors(numTraitors, traitorPool);
foreach (var traitor in selectedTraitors)
MakeTraitor(traitor);
}
public List<IPlayerSession> FindPotentialTraitors(RulePlayerJobsAssignedEvent ev)
{
var list = new List<IPlayerSession>(ev.Players).Where(x =>
x.Data.ContentData()?.Mind?.AllRoles.All(role => role is not Job { CanBeAntag: false }) ?? false
).ToList();
@@ -114,34 +138,38 @@ public sealed class TraitorRuleSystem : GameRuleSystem
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 == 0)
{
if (list.Count == 0)
Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
prefList = list;
}
return prefList;
}
public List<IPlayerSession> PickTraitors(int traitorCount, List<IPlayerSession> prefList)
{
var results = new List<IPlayerSession>(traitorCount);
if (prefList.Count == 0)
{
Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
break;
return results;
}
traitor = _random.PickAndTake(list);
Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
}
else
for (var i = 0; i < traitorCount; i++)
{
traitor = _random.PickAndTake(prefList);
list.Remove(traitor);
results.Add(_random.PickAndTake(prefList));
Logger.InfoS("preset", "Selected a preferred traitor.");
}
return results;
}
public bool MakeTraitor(IPlayerSession traitor)
{
var mind = traitor.Data.ContentData()?.Mind;
if (mind == null)
{
Logger.ErrorS("preset", "Failed getting mind for picked traitor.");
continue;
return false;
}
// creadth: we need to create uplink for the antag.
@@ -149,50 +177,38 @@ public sealed class TraitorRuleSystem : GameRuleSystem
// initiate uplink account.
DebugTools.AssertNotNull(mind.OwnedEntity);
var startingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance);
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;
if (!EntityManager.EntitySysManager.GetEntitySystem<UplinkSystem>().AddUplink(mind.OwnedEntity!.Value, uplinkAccount))
return false;
var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorPrototypeID);
var traitorRole = new TraitorRole(mind, antagPrototype);
mind.AddRole(traitorRole);
_traitors.Add(traitorRole);
}
Traitors.Add(traitorRole);
traitorRole.GreetTraitor(Codewords);
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);
var maxDifficulty = _cfg.GetCVar(CCVars.TraitorMaxDifficulty);
var maxPicks = _cfg.GetCVar(CCVars.TraitorMaxPicks);
//give traitors their objectives
var difficulty = 0f;
for (var pick = 0; pick < maxPicks && maxDifficulty > difficulty; pick++)
{
var objective = _objectivesManager.GetRandomObjective(traitor.Mind);
var objective = _objectivesManager.GetRandomObjective(traitorRole.Mind);
if (objective == null) continue;
if (traitor.Mind.TryAddObjective(objective))
if (traitorRole.Mind.TryAddObjective(objective))
difficulty += objective.Difficulty;
}
//give traitors their codewords to keep in their character info menu
traitor.Mind.Briefing = Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ",codewords)));
}
traitorRole.Mind.Briefing = Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ", Codewords)));
SoundSystem.Play(_addedSound.GetSound(), Filter.Empty().AddWhere(s => ((IPlayerSession)s).Data.ContentData()?.Mind?.HasRole<TraitorRole>() ?? false), AudioParams.Default);
SoundSystem.Play(_addedSound.GetSound(), Filter.Empty().AddPlayer(traitor), AudioParams.Default);
return true;
}
private void OnRoundEndText(RoundEndTextAppendEvent ev)
@@ -200,9 +216,9 @@ public sealed class TraitorRuleSystem : GameRuleSystem
if (!RuleAdded)
return;
var result = Loc.GetString("traitor-round-end-result", ("traitorCount", _traitors.Count));
var result = Loc.GetString("traitor-round-end-result", ("traitorCount", Traitors.Count));
foreach (var traitor in _traitors)
foreach (var traitor in Traitors)
{
var name = traitor.Mind.CharacterName;
traitor.Mind.TryGetSession(out var session);
@@ -264,7 +280,6 @@ public sealed class TraitorRuleSystem : GameRuleSystem
}
}
}
ev.AddLine(result);
}
}

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@@ -3,6 +3,8 @@ using Content.Server.Objectives.Interfaces;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Content.Server.Traitor;
using Content.Server.Mind;
using Content.Server.GameTicking.Rules;
namespace Content.Server.Objectives.Conditions
{
@@ -14,17 +16,10 @@ namespace Content.Server.Objectives.Conditions
public IObjectiveCondition GetAssigned(Mind.Mind mind)
{
var entityMgr = IoCManager.Resolve<IEntityManager>();
var allOtherTraitors = new List<Mind.Mind>();
var traitors = EntitySystem.Get<TraitorRuleSystem>().Traitors;
foreach (var targetMind in entityMgr.EntityQuery<MindComponent>())
{
if (targetMind.Mind?.CharacterDeadIC == false && targetMind.Mind != mind && targetMind.Mind?.HasRole<TraitorRole>() == true)
{
allOtherTraitors.Add(targetMind.Mind);
}
}
return new RandomTraitorAliveCondition {_target = IoCManager.Resolve<IRobustRandom>().Pick(allOtherTraitors)};
if (traitors.Count == 0) return new RandomTraitorAliveCondition { _target = mind }; //You were made a traitor by admins, and are the first/only.
return new RandomTraitorAliveCondition { _target = IoCManager.Resolve<IRobustRandom>().Pick(traitors).Mind };
}
public string Title

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@@ -38,6 +38,9 @@ namespace Content.Shared.Verbs
public static readonly VerbCategory Admin =
new("verb-categories-admin", "/Textures/Interface/character.svg.192dpi.png");
public static readonly VerbCategory Antag =
new("verb-categories-antag", "/Textures/Interface/VerbIcons/antag-e_sword-temp.192dpi.png", iconsOnly: true) { Columns = 5 };
public static readonly VerbCategory Examine =
new("verb-categories-examine", "/Textures/Interface/VerbIcons/examine.svg.192dpi.png");

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@@ -0,0 +1,5 @@
verb-categories-antag = Antag ctrl
admin-verb-make-traitor = Make the target into a traitor.
admin-verb-make-zombie = Zombifies the target immediately.
admin-verb-make-nuclear-operative = Make target a into lone Nuclear Operative.
admin-verb-make-pirate = Make the target into a pirate. Note this doesn't configure the game rule.

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