Revert "Gamerule Entities" (#15724)

This commit is contained in:
metalgearsloth
2023-04-24 16:21:05 +10:00
committed by GitHub
parent 39cc02b8f9
commit d3552dae00
124 changed files with 4328 additions and 3083 deletions

View File

@@ -4,7 +4,7 @@ using Content.Server.Actions;
using Content.Server.Chat.Managers;
using Content.Server.Disease;
using Content.Server.Disease.Components;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Humanoid;
using Content.Server.Mind.Components;
using Content.Server.Players;
using Content.Server.Popups;
@@ -29,7 +29,7 @@ using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
public sealed class ZombieRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
@@ -44,6 +44,14 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
private Dictionary<string, string> _initialInfectedNames = new();
public override string Prototype => "Zombie";
private const string PatientZeroPrototypeID = "InitialInfected";
private const string InitialZombieVirusPrototype = "PassiveZombieVirus";
private const string ZombifySelfActionPrototype = "TurnUndead";
public override void Initialize()
{
base.Initialize();
@@ -59,61 +67,60 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
foreach (var zombie in EntityQuery<ZombieRuleComponent>())
if (!RuleAdded)
return;
//this is just the general condition thing used for determining the win/lose text
var percent = GetInfectedPercentage(out var livingHumans);
if (percent <= 0)
ev.AddLine(Loc.GetString("zombie-round-end-amount-none"));
else if (percent <= 0.25)
ev.AddLine(Loc.GetString("zombie-round-end-amount-low"));
else if (percent <= 0.5)
ev.AddLine(Loc.GetString("zombie-round-end-amount-medium", ("percent", Math.Round((percent * 100), 2).ToString(CultureInfo.InvariantCulture))));
else if (percent < 1)
ev.AddLine(Loc.GetString("zombie-round-end-amount-high", ("percent", Math.Round((percent * 100), 2).ToString(CultureInfo.InvariantCulture))));
else
ev.AddLine(Loc.GetString("zombie-round-end-amount-all"));
ev.AddLine(Loc.GetString("zombie-round-end-initial-count", ("initialCount", _initialInfectedNames.Count)));
foreach (var player in _initialInfectedNames)
{
//this is just the general condition thing used for determining the win/lose text
var percent = GetInfectedPercentage(out var livingHumans);
ev.AddLine(Loc.GetString("zombie-round-end-user-was-initial",
("name", player.Key),
("username", player.Value)));
}
if (percent <= 0)
ev.AddLine(Loc.GetString("zombie-round-end-amount-none"));
else if (percent <= 0.25)
ev.AddLine(Loc.GetString("zombie-round-end-amount-low"));
else if (percent <= 0.5)
ev.AddLine(Loc.GetString("zombie-round-end-amount-medium", ("percent", Math.Round((percent * 100), 2).ToString(CultureInfo.InvariantCulture))));
else if (percent < 1)
ev.AddLine(Loc.GetString("zombie-round-end-amount-high", ("percent", Math.Round((percent * 100), 2).ToString(CultureInfo.InvariantCulture))));
else
ev.AddLine(Loc.GetString("zombie-round-end-amount-all"));
ev.AddLine(Loc.GetString("zombie-round-end-initial-count", ("initialCount", zombie.InitialInfectedNames.Count)));
foreach (var player in zombie.InitialInfectedNames)
//Gets a bunch of the living players and displays them if they're under a threshold.
//InitialInfected is used for the threshold because it scales with the player count well.
if (livingHumans.Count > 0 && livingHumans.Count <= _initialInfectedNames.Count)
{
ev.AddLine("");
ev.AddLine(Loc.GetString("zombie-round-end-survivor-count", ("count", livingHumans.Count)));
foreach (var survivor in livingHumans)
{
ev.AddLine(Loc.GetString("zombie-round-end-user-was-initial",
("name", player.Key),
("username", player.Value)));
}
var meta = MetaData(survivor);
var username = string.Empty;
if (TryComp<MindComponent>(survivor, out var mindcomp))
if (mindcomp.Mind != null && mindcomp.Mind.Session != null)
username = mindcomp.Mind.Session.Name;
//Gets a bunch of the living players and displays them if they're under a threshold.
//InitialInfected is used for the threshold because it scales with the player count well.
if (livingHumans.Count > 0 && livingHumans.Count <= zombie.InitialInfectedNames.Count)
{
ev.AddLine("");
ev.AddLine(Loc.GetString("zombie-round-end-survivor-count", ("count", livingHumans.Count)));
foreach (var survivor in livingHumans)
{
var meta = MetaData(survivor);
var username = string.Empty;
if (TryComp<MindComponent>(survivor, out var mindcomp))
if (mindcomp.Mind != null && mindcomp.Mind.Session != null)
username = mindcomp.Mind.Session.Name;
ev.AddLine(Loc.GetString("zombie-round-end-user-was-survivor",
("name", meta.EntityName),
("username", username)));
}
ev.AddLine(Loc.GetString("zombie-round-end-user-was-survivor",
("name", meta.EntityName),
("username", username)));
}
}
}
private void OnJobAssigned(RulePlayerJobsAssignedEvent ev)
{
var query = EntityQueryEnumerator<ZombieRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var zombies, out var gameRule))
{
if (!GameTicker.IsGameRuleAdded(uid, gameRule))
continue;
InfectInitialPlayers(zombies);
}
if (!RuleAdded)
return;
_initialInfectedNames = new();
InfectInitialPlayers();
}
/// <remarks>
@@ -122,11 +129,15 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
/// </remarks>
private void OnMobStateChanged(MobStateChangedEvent ev)
{
if (!RuleAdded)
return;
CheckRoundEnd(ev.Target);
}
private void OnEntityZombified(EntityZombifiedEvent ev)
{
if (!RuleAdded)
return;
CheckRoundEnd(ev.Target);
}
@@ -136,59 +147,50 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
/// <param name="target">depending on this uid, we should care about the round ending</param>
private void CheckRoundEnd(EntityUid target)
{
var query = EntityQueryEnumerator<ZombieRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var zombies, out var gameRule))
{
if (GameTicker.IsGameRuleActive(uid, gameRule))
continue;
//we only care about players, not monkeys and such.
if (!HasComp<HumanoidAppearanceComponent>(target))
return;
//we only care about players, not monkeys and such.
if (!HasComp<HumanoidAppearanceComponent>(target))
continue;
var percent = GetInfectedPercentage(out var num);
if (num.Count == 1) //only one human left. spooky
_popup.PopupEntity(Loc.GetString("zombie-alone"), num[0], num[0]);
if (percent >= 1) //oops, all zombies
_roundEndSystem.EndRound();
}
var percent = GetInfectedPercentage(out var num);
if (num.Count == 1) //only one human left. spooky
_popup.PopupEntity(Loc.GetString("zombie-alone"), num[0], num[0]);
if (percent >= 1) //oops, all zombies
_roundEndSystem.EndRound();
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
var query = EntityQueryEnumerator<ZombieRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var zombies, out var gameRule))
if (!RuleAdded)
return;
var minPlayers = _cfg.GetCVar(CCVars.ZombieMinPlayers);
if (!ev.Forced && ev.Players.Length < minPlayers)
{
if (!GameTicker.IsGameRuleAdded(uid, gameRule))
continue;
_chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
ev.Cancel();
return;
}
var minPlayers = _cfg.GetCVar(CCVars.ZombieMinPlayers);
if (!ev.Forced && ev.Players.Length < minPlayers)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
ev.Cancel();
continue;
}
if (ev.Players.Length == 0)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-no-one-ready"));
ev.Cancel();
}
if (ev.Players.Length == 0)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-no-one-ready"));
ev.Cancel();
}
}
protected override void Started(EntityUid uid, ZombieRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
public override void Started()
{
base.Started(uid, component, gameRule, args);
InfectInitialPlayers(component);
//this technically will run twice with zombies on roundstart, but it doesn't matter because it fails instantly
InfectInitialPlayers();
}
public override void Ended() { }
private void OnZombifySelf(EntityUid uid, ZombifyOnDeathComponent component, ZombifySelfActionEvent args)
{
_zombify.ZombifyEntity(uid);
var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombieRuleComponent.ZombifySelfActionPrototype));
var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombifySelfActionPrototype));
_action.RemoveAction(uid, action);
}
@@ -226,7 +228,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
/// allowing this gamemode to be started midround. As such, it doesn't need
/// any information besides just running.
/// </remarks>
private void InfectInitialPlayers(ZombieRuleComponent component)
private void InfectInitialPlayers()
{
var allPlayers = _playerManager.ServerSessions.ToList();
var playerList = new List<IPlayerSession>();
@@ -238,7 +240,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
playerList.Add(player);
var pref = (HumanoidCharacterProfile) _prefs.GetPreferences(player.UserId).SelectedCharacter;
if (pref.AntagPreferences.Contains(component.PatientZeroPrototypeID))
if (pref.AntagPreferences.Contains(PatientZeroPrototypeID))
prefList.Add(player);
}
}
@@ -282,15 +284,15 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
DebugTools.AssertNotNull(mind.OwnedEntity);
mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(component.PatientZeroPrototypeID)));
mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(PatientZeroPrototypeID)));
var inCharacterName = string.Empty;
if (mind.OwnedEntity != null)
{
_diseaseSystem.TryAddDisease(mind.OwnedEntity.Value, component.InitialZombieVirusPrototype);
_diseaseSystem.TryAddDisease(mind.OwnedEntity.Value, InitialZombieVirusPrototype);
inCharacterName = MetaData(mind.OwnedEntity.Value).EntityName;
var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombieRuleComponent.ZombifySelfActionPrototype));
var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombifySelfActionPrototype));
_action.AddAction(mind.OwnedEntity.Value, action, null);
}
@@ -301,7 +303,7 @@ public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
//gets the names now in case the players leave.
//this gets unhappy if people with the same name get chose. Probably shouldn't happen.
component.InitialInfectedNames.Add(inCharacterName, mind.Session.Name);
_initialInfectedNames.Add(inCharacterName, mind.Session.Name);
// I went all the way to ChatManager.cs and all i got was this lousy T-shirt
// You got a free T-shirt!?!?