diff --git a/Content.Server/GameTicking/Rules/Components/NukeOperativeComponent.cs b/Content.Server/GameTicking/Rules/Components/NukeOperativeComponent.cs
new file mode 100644
index 0000000000..23994f673a
--- /dev/null
+++ b/Content.Server/GameTicking/Rules/Components/NukeOperativeComponent.cs
@@ -0,0 +1,10 @@
+namespace Content.Server.GameTicking.Rules.Components;
+
+///
+/// This is used for tagging a mob as a nuke operative.
+///
+[RegisterComponent]
+public sealed class NukeOperativeComponent : Component
+{
+
+}
diff --git a/Content.Server/GameTicking/Rules/Components/NukeOperativeSpawnerComponent.cs b/Content.Server/GameTicking/Rules/Components/NukeOperativeSpawnerComponent.cs
new file mode 100644
index 0000000000..198db1f912
--- /dev/null
+++ b/Content.Server/GameTicking/Rules/Components/NukeOperativeSpawnerComponent.cs
@@ -0,0 +1,20 @@
+namespace Content.Server.GameTicking.Rules.Components;
+
+///
+/// This is used for tagging a spawn point as a nuke operative spawn point
+/// and providing loadout + name for the operative on spawn.
+/// TODO: Remove once systems can request spawns from the ghost role system directly.
+///
+[RegisterComponent]
+[Access(typeof(NukeopsRuleSystem))]
+public sealed class NukeOperativeSpawnerComponent : Component
+{
+ [DataField("name")]
+ public string OperativeName = "";
+
+ [DataField("rolePrototype")]
+ public string OperativeRolePrototype = "";
+
+ [DataField("startingGearPrototype")]
+ public string OperativeStartingGear = "";
+}
diff --git a/Content.Server/GameTicking/Rules/Configurations/NukeopsRuleConfiguration.cs b/Content.Server/GameTicking/Rules/Configurations/NukeopsRuleConfiguration.cs
new file mode 100644
index 0000000000..b3ced1f989
--- /dev/null
+++ b/Content.Server/GameTicking/Rules/Configurations/NukeopsRuleConfiguration.cs
@@ -0,0 +1,63 @@
+using Content.Server.GameTicking.Rules.Configurations;
+using Content.Shared.Dataset;
+using Content.Shared.Roles;
+using Robust.Shared.Audio;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Serialization.TypeSerializers.Implementations;
+using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
+using Robust.Shared.Utility;
+
+namespace Content.Server.GameTicking.Rules.Configurations;
+
+public sealed class NukeopsRuleConfiguration : GameRuleConfiguration
+{
+ public override string Id => "Nukeops";
+
+ [DataField("minPlayers")]
+ public int MinPlayers = 15;
+
+ [DataField("playersPerOperative")]
+ public int PlayersPerOperative = 5;
+
+ [DataField("maxOps")]
+ public int MaxOperatives = 5;
+
+ [DataField("spawnEntityProto", customTypeSerializer: typeof(PrototypeIdSerializer))]
+ public string SpawnEntityPrototype = "MobHumanNukeOp";
+
+ [DataField("spawnPointProto", customTypeSerializer: typeof(PrototypeIdSerializer))]
+ public string SpawnPointPrototype = "SpawnPointNukies";
+
+ [DataField("ghostSpawnPointProto", customTypeSerializer: typeof(PrototypeIdSerializer))]
+ public string GhostSpawnPointProto = "SpawnPointGhostNukeOperative";
+
+ [DataField("commanderRoleProto", customTypeSerializer: typeof(PrototypeIdSerializer))]
+ public string CommanderRolePrototype = "NukeopsCommander";
+
+ [DataField("operativeRoleProto", customTypeSerializer: typeof(PrototypeIdSerializer))]
+ public string OperativeRoleProto = "Nukeops";
+
+ [DataField("commanderStartingGearProto", customTypeSerializer: typeof(PrototypeIdSerializer))]
+ public string CommanderStartGearPrototype = "SyndicateCommanderGearFull";
+
+ [DataField("medicStartGearProto", customTypeSerializer: typeof(PrototypeIdSerializer))]
+ public string MedicStartGearPrototype = "SyndicateOperativeMedicFull";
+
+ [DataField("operativeStartGearProto", customTypeSerializer: typeof(PrototypeIdSerializer))]
+ public string OperativeStartGearPrototype = "SyndicateOperativeGearFull";
+
+ [DataField("eliteNames", customTypeSerializer: typeof(PrototypeIdSerializer))]
+ public string EliteNames = "SyndicateNamesElite";
+
+ [DataField("normalNames", customTypeSerializer: typeof(PrototypeIdSerializer))]
+ public string NormalNames = "SyndicateNamesNormal";
+
+ [DataField("outpostMap", customTypeSerializer: typeof(ResourcePathSerializer))]
+ public ResourcePath? NukieOutpostMap = new("/Maps/nukieplanet.yml");
+
+ [DataField("shuttleMap", customTypeSerializer: typeof(ResourcePathSerializer))]
+ public ResourcePath? NukieShuttleMap = new("/Maps/infiltrator.yml");
+
+ [DataField("greetingSound", customTypeSerializer: typeof(SoundSpecifierTypeSerializer))]
+ public SoundSpecifier? GreetSound = new SoundPathSpecifier("/Audio/Misc/nukeops.ogg");
+}
diff --git a/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs b/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
index bf748a9aa1..16a4ba003c 100644
--- a/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
+++ b/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
@@ -1,27 +1,28 @@
using System.Linq;
using Content.Server.CharacterAppearance.Components;
using Content.Server.Chat.Managers;
+using Content.Server.GameTicking.Rules.Components;
+using Content.Server.GameTicking.Rules.Configurations;
+using Content.Server.Ghost.Roles.Components;
+using Content.Server.Ghost.Roles.Events;
+using Content.Server.Mind.Components;
using Content.Server.Nuke;
-using Content.Server.Players;
using Content.Server.RoundEnd;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Systems;
using Content.Server.Spawners.Components;
using Content.Server.Station.Systems;
-using Content.Shared.CCVar;
using Content.Shared.MobState;
using Content.Shared.Dataset;
using Content.Shared.Roles;
using Robust.Server.Maps;
using Robust.Server.Player;
-using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Content.Server.Traitor;
-using System.Data;
-using Content.Server.Traitor.Uplink;
+using Content.Shared.MobState.Components;
using Robust.Shared.Audio;
using Robust.Shared.Player;
@@ -31,23 +32,44 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IMapLoader _mapLoader = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!;
[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
- [Dependency] private readonly UplinkSystem _uplink = default!;
+ [Dependency] private readonly IPlayerManager _playerSystem = default!;
+ [Dependency] private readonly SharedAudioSystem _audioSystem = default!;
- private Dictionary _aliveNukeops = new();
private bool _opsWon;
+ private MapId? _nukiePlanet;
+ private EntityUid? _nukieOutpost;
+ private EntityUid? _nukieShuttle;
+
public override string Prototype => "Nukeops";
- private readonly SoundSpecifier _greetSound = new SoundPathSpecifier("/Audio/Misc/nukeops.ogg");
+ private NukeopsRuleConfiguration _nukeopsRuleConfig = new();
+
+ ///
+ /// Cached starting gear prototypes.
+ ///
+ private readonly Dictionary _startingGearPrototypes = new ();
+
+ ///
+ /// Cached operator name prototypes.
+ ///
+ private readonly Dictionary> _operativeNames = new();
+
+ ///
+ /// Data to be used in for an operative once the Mind has been added.
+ ///
+ private readonly Dictionary _operativeMindPendingData = new();
+
+ ///
+ /// Players who played as an operative at some point in the round.
+ ///
+ private readonly HashSet _operativePlayers = new();
- private const string NukeopsPrototypeId = "Nukeops";
- private const string NukeopsCommanderPrototypeId = "NukeopsCommander";
public override void Initialize()
{
@@ -55,9 +77,29 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
SubscribeLocalEvent(OnStartAttempt);
SubscribeLocalEvent(OnPlayersSpawning);
- SubscribeLocalEvent(OnMobStateChanged);
+ SubscribeLocalEvent(OnMobStateChanged);
SubscribeLocalEvent(OnRoundEndText);
SubscribeLocalEvent(OnNukeExploded);
+ SubscribeLocalEvent(OnPlayersGhostSpawning);
+ SubscribeLocalEvent(OnMindAdded);
+ SubscribeLocalEvent(OnComponentInit);
+ SubscribeLocalEvent(OnComponentRemove);
+ }
+
+ private void OnComponentInit(EntityUid uid, NukeOperativeComponent component, ComponentInit args)
+ {
+ // If entity has a prior mind attached, add them to the players list.
+ if (!TryComp(uid, out var mindComponent) || !RuleAdded)
+ return;
+
+ var session = mindComponent.Mind?.Session;
+ if (session != null)
+ _operativePlayers.Add(session);
+ }
+
+ private void OnComponentRemove(EntityUid uid, NukeOperativeComponent component, ComponentRemove args)
+ {
+ CheckRoundShouldEnd();
}
private void OnNukeExploded(NukeExplodedEvent ev)
@@ -76,25 +118,44 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
ev.AddLine(_opsWon ? Loc.GetString("nukeops-ops-won") : Loc.GetString("nukeops-crew-won"));
ev.AddLine(Loc.GetString("nukeops-list-start"));
- foreach (var nukeop in _aliveNukeops)
+ foreach (var nukeop in _operativePlayers)
{
- ev.AddLine($"- {nukeop.Key.Session?.Name}");
+ ev.AddLine($"- {nukeop.Name}");
}
}
- private void OnMobStateChanged(MobStateChangedEvent ev)
+ private void CheckRoundShouldEnd()
{
if (!RuleAdded)
return;
- if (!_aliveNukeops.TryFirstOrNull(x => x.Key.OwnedEntity == ev.Entity, out var op)) return;
+ MapId? shuttleMapId = EntityManager.EntityExists(_nukieShuttle)
+ ? Transform(_nukieShuttle!.Value).MapID
+ : null;
- _aliveNukeops[op.Value.Key] = op.Value.Key.CharacterDeadIC;
+ // Check if there are nuke operatives still alive on the same map as the shuttle.
+ // If there are, the round can continue.
+ var operatives = EntityQuery(true);
+ var operativesAlive = operatives
+ .Where(ent => ent.Item3.MapID == shuttleMapId)
+ .Any(ent => ent.Item2.CurrentState == DamageState.Alive && ent.Item1.Running);
- if (_aliveNukeops.Values.All(x => !x))
- {
- _roundEndSystem.EndRound();
- }
+ if (operativesAlive)
+ return; // There are living operatives than can access the shuttle.
+
+ // Check that there are spawns available and that they can access the shuttle.
+ var spawnsAvailable = EntityQuery(true).Any();
+ if (spawnsAvailable && shuttleMapId == _nukiePlanet)
+ return; // Ghost spawns can still access the shuttle. Continue the round.
+
+ // The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives.
+ _roundEndSystem.EndRound();
+ }
+
+ private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, MobStateChangedEvent ev)
+ {
+ if(ev.CurrentMobState == DamageState.Dead)
+ CheckRoundShouldEnd();
}
private void OnPlayersSpawning(RulePlayerSpawningEvent ev)
@@ -102,11 +163,9 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
if (!RuleAdded)
return;
- _aliveNukeops.Clear();
-
// Basically copied verbatim from traitor code
- var playersPerOperative = _cfg.GetCVar(CCVars.NukeopsPlayersPerOp);
- var maxOperatives = _cfg.GetCVar(CCVars.NukeopsMaxOps);
+ var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative;
+ var maxOperatives = _nukeopsRuleConfig.MaxOperatives;
var everyone = new List(ev.PlayerPool);
var prefList = new List();
@@ -122,11 +181,11 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
continue;
}
var profile = ev.Profiles[player.UserId];
- if (profile.AntagPreferences.Contains(NukeopsPrototypeId))
+ if (profile.AntagPreferences.Contains(_nukeopsRuleConfig.OperativeRoleProto))
{
prefList.Add(player);
}
- if (profile.AntagPreferences.Contains(NukeopsCommanderPrototypeId))
+ if (profile.AntagPreferences.Contains(_nukeopsRuleConfig.CommanderRolePrototype))
{
cmdrPrefList.Add(player);
}
@@ -189,118 +248,226 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
operatives.Add(nukeOp);
}
- // TODO: Make this a prototype
- // so true PAUL!
- var path = "/Maps/nukieplanet.yml";
- var shuttlePath = "/Maps/infiltrator.yml";
- var mapId = _mapManager.CreateMap();
+ SpawnOperatives(numNukies, operatives, false);
- var (_, outpost) = _mapLoader.LoadGrid(mapId, "/Maps/nukieplanet.yml");
-
- if (outpost == null)
+ foreach(var session in operatives)
{
- Logger.ErrorS("nukies", $"Error loading map {path} for nukies!");
- return;
+ ev.PlayerPool.Remove(session);
+ GameTicker.PlayerJoinGame(session);
+ _operativePlayers.Add(session);
}
+ if (_nukeopsRuleConfig.GreetSound == null)
+ return;
+
+ _audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, Filter.Empty().AddPlayers(operatives), AudioParams.Default);
+ }
+
+ private void OnPlayersGhostSpawning(EntityUid uid, NukeOperativeComponent component, GhostRoleSpawnerUsedEvent args)
+ {
+ var spawner = args.Spawner;
+
+ if (!TryComp(spawner, out var nukeOpSpawner))
+ return;
+
+ SetupOperativeEntity(uid, nukeOpSpawner.OperativeName, nukeOpSpawner.OperativeStartingGear);
+
+ _operativeMindPendingData.Add(uid, nukeOpSpawner.OperativeRolePrototype);
+ }
+
+ private void OnMindAdded(EntityUid uid, NukeOperativeComponent component, MindAddedMessage args)
+ {
+ if (!TryComp(uid, out var mindComponent) || mindComponent.Mind == null)
+ return;
+
+ var mind = mindComponent.Mind;
+
+ if (_operativeMindPendingData.TryGetValue(uid, out var role))
+ {
+ mind.AddRole(new TraitorRole(mind, _prototypeManager.Index(role)));
+ _operativeMindPendingData.Remove(uid);
+ }
+
+ if (!mind.TryGetSession(out var playerSession))
+ return;
+
+ _operativePlayers.Add(playerSession);
+
+ if (_nukeopsRuleConfig.GreetSound != null)
+ _audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, Filter.Empty().AddPlayer(playerSession), AudioParams.Default);
+ }
+
+ private bool SpawnMap()
+ {
+ if (_nukiePlanet != null)
+ return true; // Map is already loaded.
+
+ var path = _nukeopsRuleConfig.NukieOutpostMap;
+ var shuttlePath = _nukeopsRuleConfig.NukieShuttleMap;
+ if (path == null)
+ {
+ Logger.ErrorS("nukies", "No station map specified for nukeops!");
+ return false;
+ }
+
+ if (shuttlePath == null)
+ {
+ Logger.ErrorS("nukies", "No shuttle map specified for nukeops!");
+ return false;
+ }
+
+ var mapId = _mapManager.CreateMap();
+
+ var (_, outpostGrids) = _mapLoader.LoadMap(mapId, path.ToString());
+ if (outpostGrids.Count == 0)
+ {
+ Logger.ErrorS("nukies", $"Error loading map {path} for nukies!");
+ return false;
+ }
+
+ // Assume the first grid is the outpost grid.
+ _nukieOutpost = outpostGrids[0];
+
// Listen I just don't want it to overlap.
- var (_, shuttleId) = _mapLoader.LoadGrid(mapId, shuttlePath, new MapLoadOptions()
+ var (_, shuttleId) = _mapLoader.LoadGrid(mapId, shuttlePath.ToString(), new MapLoadOptions()
{
Offset = Vector2.One * 1000f,
});
// Naughty, someone saved the shuttle as a map.
- if (Deleted(outpost))
+ if (Deleted(shuttleId))
{
Logger.ErrorS("nukeops", $"Tried to load nukeops shuttle as a map, aborting.");
_mapManager.DeleteMap(mapId);
- return;
+ return false;
}
if (TryComp(shuttleId, out var shuttle))
{
- IoCManager.Resolve().GetEntitySystem().TryFTLDock(shuttle, outpost.Value);
+ IoCManager.Resolve().GetEntitySystem().TryFTLDock(shuttle, _nukieOutpost.Value);
}
- // TODO: Loot table or something
- var commanderGear = _prototypeManager.Index("SyndicateCommanderGearFull");
- var starterGear = _prototypeManager.Index("SyndicateOperativeGearFull");
- var medicGear = _prototypeManager.Index("SyndicateOperativeMedicFull");
- var syndicateNamesElite = new List(_prototypeManager.Index("SyndicateNamesElite").Values);
- var syndicateNamesNormal = new List(_prototypeManager.Index("SyndicateNamesNormal").Values);
+ _nukiePlanet = mapId;
+ _nukieShuttle = shuttleId;
+ return true;
+ }
+
+ private (string Name, string Role, string Gear) GetOperativeSpawnDetails(int spawnNumber)
+ {
+ string name;
+ string role;
+ string gear;
+
+ // Spawn the Commander then Agent first.
+ switch (spawnNumber)
+ {
+ case 0:
+ name = $"Commander " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.EliteNames]);
+ role = _nukeopsRuleConfig.CommanderRolePrototype;
+ gear = _nukeopsRuleConfig.CommanderStartGearPrototype;
+ break;
+ case 1:
+ name = $"Agent " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.NormalNames]);
+ role = _nukeopsRuleConfig.OperativeRoleProto;
+ gear = _nukeopsRuleConfig.MedicStartGearPrototype;
+ break;
+ default:
+ name = $"Operator " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.NormalNames]);
+ role = _nukeopsRuleConfig.OperativeRoleProto;
+ gear = _nukeopsRuleConfig.OperativeStartGearPrototype;
+ break;
+ }
+
+ return (name, role, gear);
+ }
+
+ ///
+ /// Adds missing nuke operative components, equips starting gear and renames the entity.
+ ///
+ private void SetupOperativeEntity(EntityUid mob, string name, string gear)
+ {
+ EntityManager.GetComponent(mob).EntityName = name;
+ EntityManager.EnsureComponent(mob);
+ EntityManager.EnsureComponent(mob);
+
+ if(_startingGearPrototypes.TryGetValue(gear, out var gearPrototype))
+ _stationSpawningSystem.EquipStartingGear(mob, gearPrototype, null);
+ }
+
+ private void SpawnOperatives(int spawnCount, List sessions, bool addSpawnPoints)
+ {
+ if (_nukieOutpost == null)
+ return;
+
+ var outpostUid = _nukieOutpost.Value;
var spawns = new List();
// Forgive me for hardcoding prototypes
foreach (var (_, meta, xform) in EntityManager.EntityQuery(true))
{
- if (meta.EntityPrototype?.ID != "SpawnPointNukies") continue;
+ if (meta.EntityPrototype?.ID != _nukeopsRuleConfig.SpawnPointPrototype)
+ continue;
- if (xform.ParentUid == outpost)
- {
- spawns.Add(xform.Coordinates);
- break;
- }
+ if (xform.ParentUid != _nukieOutpost)
+ continue;
+
+ spawns.Add(xform.Coordinates);
+ break;
}
if (spawns.Count == 0)
{
- spawns.Add(EntityManager.GetComponent(outpost.Value).Coordinates);
+ spawns.Add(EntityManager.GetComponent(outpostUid).Coordinates);
Logger.WarningS("nukies", $"Fell back to default spawn for nukies!");
}
// TODO: This should spawn the nukies in regardless and transfer if possible; rest should go to shot roles.
- for (var i = 0; i < operatives.Count; i++)
+ for(var i = 0; i < spawnCount; i++)
{
- string name;
- string role;
- StartingGearPrototype gear;
+ var spawnDetails = GetOperativeSpawnDetails(i);
+ var nukeOpsAntag = _prototypeManager.Index(spawnDetails.Role);
- switch (i)
+ if (sessions.TryGetValue(i, out var session))
{
- case 0:
- name = $"Commander " + _random.PickAndTake(syndicateNamesElite);
- role = NukeopsCommanderPrototypeId;
- gear = commanderGear;
- break;
- case 1:
- name = $"Agent " + _random.PickAndTake(syndicateNamesNormal);
- role = NukeopsPrototypeId;
- gear = medicGear;
- break;
- default:
- name = $"Operator " + _random.PickAndTake(syndicateNamesNormal);
- role = NukeopsPrototypeId;
- gear = starterGear;
- break;
+ var mob = EntityManager.SpawnEntity(_nukeopsRuleConfig.SpawnEntityPrototype, _random.Pick(spawns));
+ SetupOperativeEntity(mob, spawnDetails.Name, spawnDetails.Gear);
+
+ var newMind = new Mind.Mind(session.UserId)
+ {
+ CharacterName = spawnDetails.Name
+ };
+ newMind.ChangeOwningPlayer(session.UserId);
+ newMind.AddRole(new TraitorRole(newMind, nukeOpsAntag));
+
+ newMind.TransferTo(mob);
}
-
- var session = operatives[i];
- var newMind = new Mind.Mind(session.UserId)
+ else if (addSpawnPoints)
{
- CharacterName = name
- };
- newMind.ChangeOwningPlayer(session.UserId);
- newMind.AddRole(new TraitorRole(newMind, _prototypeManager.Index(role)));
+ var spawnPoint = EntityManager.SpawnEntity(_nukeopsRuleConfig.GhostSpawnPointProto, _random.Pick(spawns));
+ var spawner = EnsureComp(spawnPoint);
+ spawner.RoleName = nukeOpsAntag.Name;
+ spawner.RoleDescription = nukeOpsAntag.Objective;
- var mob = EntityManager.SpawnEntity("MobHuman", _random.Pick(spawns));
- EntityManager.GetComponent(mob).EntityName = name;
- EntityManager.AddComponent(mob);
-
- newMind.TransferTo(mob);
- _stationSpawningSystem.EquipStartingGear(mob, gear, null);
-
- ev.PlayerPool.Remove(session);
- _aliveNukeops.Add(newMind, true);
-
- GameTicker.PlayerJoinGame(session);
+ var nukeOpSpawner = EnsureComp(spawnPoint);
+ nukeOpSpawner.OperativeName = spawnDetails.Name;
+ nukeOpSpawner.OperativeRolePrototype = spawnDetails.Role;
+ nukeOpSpawner.OperativeStartingGear = spawnDetails.Gear;
+ }
}
+ }
- SoundSystem.Play(_greetSound.GetSound(), Filter.Empty().AddWhere(s =>
- {
- var mind = ((IPlayerSession) s).Data.ContentData()?.Mind;
- return mind != null && _aliveNukeops.ContainsKey(mind);
- }), AudioParams.Default);
+ private void SpawnOperativesForGhostRoles()
+ {
+ // Basically copied verbatim from traitor code
+ var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative;
+ var maxOperatives = _nukeopsRuleConfig.MaxOperatives;
+
+ var playerPool = _playerSystem.ServerSessions.ToList();
+ var numNukies = MathHelper.Clamp(playerPool.Count / playersPerOperative, 1, maxOperatives);
+
+ var operatives = new List();
+ SpawnOperatives(numNukies, operatives, true);
}
//For admins forcing someone to nukeOps.
@@ -309,7 +476,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
if (!mind.OwnedEntity.HasValue)
return;
- mind.AddRole(new TraitorRole(mind, _prototypeManager.Index(NukeopsPrototypeId)));
+ mind.AddRole(new TraitorRole(mind, _prototypeManager.Index(_nukeopsRuleConfig.OperativeRoleProto)));
_stationSpawningSystem.EquipStartingGear(mind.OwnedEntity.Value, _prototypeManager.Index("SyndicateOperativeGearFull"), null);
}
@@ -318,7 +485,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
if (!RuleAdded)
return;
- var minPlayers = _cfg.GetCVar(CCVars.NukeopsMinPlayers);
+ var minPlayers = _nukeopsRuleConfig.MinPlayers;
if (!ev.Forced && ev.Players.Length < minPlayers)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
@@ -326,17 +493,60 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
return;
}
- if (ev.Players.Length == 0)
- {
- _chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
- ev.Cancel();
+ if (ev.Players.Length != 0)
return;
- }
+
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
+ ev.Cancel();
}
public override void Started()
{
_opsWon = false;
+ _nukieOutpost = null;
+ _nukiePlanet = null;
+
+ _startingGearPrototypes.Clear();
+ _operativeNames.Clear();
+ _operativeMindPendingData.Clear();
+ _operativePlayers.Clear();
+
+ if (Configuration is not NukeopsRuleConfiguration)
+ return;
+
+ // TODO: Loot table or something
+ foreach (var proto in new[]
+ {
+ _nukeopsRuleConfig.CommanderStartGearPrototype,
+ _nukeopsRuleConfig.MedicStartGearPrototype,
+ _nukeopsRuleConfig.OperativeStartGearPrototype
+ })
+ {
+ _startingGearPrototypes.Add(proto, _prototypeManager.Index(proto));
+ }
+
+ foreach (var proto in new[] { _nukeopsRuleConfig.EliteNames, _nukeopsRuleConfig.NormalNames })
+ {
+ _operativeNames.Add(proto, new List(_prototypeManager.Index(proto).Values));
+ }
+
+
+ if (!SpawnMap())
+ {
+ Logger.InfoS("nukies", "Failed to load map for nukeops");
+ return;
+ }
+
+ // Add pre-existing nuke operatives to the credit list.
+ var query = EntityQuery(true);
+ foreach (var (_, mindComp) in query)
+ {
+ if (mindComp.Mind?.TryGetSession(out var session) == true)
+ _operativePlayers.Add(session);
+ }
+
+ if (GameTicker.RunLevel == GameRunLevel.InRound)
+ SpawnOperativesForGhostRoles();
}
public override void Ended() { }
diff --git a/Content.Shared/CCVar/CCVars.cs b/Content.Shared/CCVar/CCVars.cs
index 44c4bf26d3..4acaae3570 100644
--- a/Content.Shared/CCVar/CCVars.cs
+++ b/Content.Shared/CCVar/CCVars.cs
@@ -304,19 +304,6 @@ namespace Content.Shared.CCVar
public static readonly CVarDef TraitorDeathMatchStartingBalance =
CVarDef.Create("traitordm.starting_balance", 20);
- /*
- * Nukeops
- */
-
- public static readonly CVarDef NukeopsMinPlayers =
- CVarDef.Create("nukeops.min_players", 15);
-
- public static readonly CVarDef NukeopsMaxOps =
- CVarDef.Create("nukeops.max_ops", 5);
-
- public static readonly CVarDef NukeopsPlayersPerOp =
- CVarDef.Create("nukeops.players_per_op", 5);
-
/*
* Zombie
*/
diff --git a/Resources/Prototypes/Entities/Markers/Spawners/ghost_roles.yml b/Resources/Prototypes/Entities/Markers/Spawners/ghost_roles.yml
index d655022da7..f9ab058673 100644
--- a/Resources/Prototypes/Entities/Markers/Spawners/ghost_roles.yml
+++ b/Resources/Prototypes/Entities/Markers/Spawners/ghost_roles.yml
@@ -49,3 +49,21 @@
- state: green
- texture: Mobs/Pets/corgi.rsi/narsian.png
+- type: entity
+ noSpawn: true
+ id: SpawnPointGhostNukeOperative
+ name: ghost role spawn point
+ suffix: nukeops
+ parent: MarkerBase
+ components:
+ - type: GhostRoleMobSpawner
+ prototype: MobHumanNukeOp
+ rules: You are a syndicate operative tasked with the destruction of the station. As an antagonist, do whatever is required to complete this task.
+ - type: NukeOperativeSpawner
+ - type: Sprite
+ sprite: Markers/jobs.rsi
+ layers:
+ - state: green
+ - texture: Structures/Wallmounts/signs.rsi/radiation.png
+
+
diff --git a/Resources/Prototypes/Entities/Mobs/Player/human.yml b/Resources/Prototypes/Entities/Mobs/Player/human.yml
index 27e6757b5e..3cf73c5df5 100644
--- a/Resources/Prototypes/Entities/Mobs/Player/human.yml
+++ b/Resources/Prototypes/Entities/Mobs/Player/human.yml
@@ -189,7 +189,6 @@
- type: Loadout
prototype: ERTJanitorGearEVA
-
#Syndie
- type: entity
parent: MobHuman
@@ -200,3 +199,13 @@
prototype: SyndicateOperativeGearExtremelyBasic
- type: RandomMetadata
nameSet: names_death_commando
+
+# Nuclear Operative
+- type: entity
+ noSpawn: true
+ name: Nuclear Operative
+ parent: MobHuman
+ id: MobHumanNukeOp
+ components:
+ - type: NukeOperative
+ - type: RandomHumanoidAppearance
diff --git a/Resources/Prototypes/GameRules/roundstart.yml b/Resources/Prototypes/GameRules/roundstart.yml
index d1f636dcc0..b7f49e5421 100644
--- a/Resources/Prototypes/GameRules/roundstart.yml
+++ b/Resources/Prototypes/GameRules/roundstart.yml
@@ -21,7 +21,7 @@
- type: gameRule
id: Nukeops
config:
- !type:GenericGameRuleConfiguration
+ !type:NukeopsRuleConfiguration
id: Nukeops
- type: gameRule