NukeOps game rule tweaks (#10005)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
TekuNut
2022-09-01 03:36:27 +01:00
committed by GitHub
parent 195cf7a429
commit d946ed5009
8 changed files with 436 additions and 119 deletions

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@@ -0,0 +1,10 @@
namespace Content.Server.GameTicking.Rules.Components;
/// <summary>
/// This is used for tagging a mob as a nuke operative.
/// </summary>
[RegisterComponent]
public sealed class NukeOperativeComponent : Component
{
}

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@@ -0,0 +1,20 @@
namespace Content.Server.GameTicking.Rules.Components;
/// <summary>
/// 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.
/// </summary>
[RegisterComponent]
[Access(typeof(NukeopsRuleSystem))]
public sealed class NukeOperativeSpawnerComponent : Component
{
[DataField("name")]
public string OperativeName = "";
[DataField("rolePrototype")]
public string OperativeRolePrototype = "";
[DataField("startingGearPrototype")]
public string OperativeStartingGear = "";
}

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@@ -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<EntityPrototype>))]
public string SpawnEntityPrototype = "MobHumanNukeOp";
[DataField("spawnPointProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
public string SpawnPointPrototype = "SpawnPointNukies";
[DataField("ghostSpawnPointProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
public string GhostSpawnPointProto = "SpawnPointGhostNukeOperative";
[DataField("commanderRoleProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
public string CommanderRolePrototype = "NukeopsCommander";
[DataField("operativeRoleProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
public string OperativeRoleProto = "Nukeops";
[DataField("commanderStartingGearProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
public string CommanderStartGearPrototype = "SyndicateCommanderGearFull";
[DataField("medicStartGearProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
public string MedicStartGearPrototype = "SyndicateOperativeMedicFull";
[DataField("operativeStartGearProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
public string OperativeStartGearPrototype = "SyndicateOperativeGearFull";
[DataField("eliteNames", customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
public string EliteNames = "SyndicateNamesElite";
[DataField("normalNames", customTypeSerializer: typeof(PrototypeIdSerializer<DatasetPrototype>))]
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");
}

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@@ -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<Mind.Mind, bool> _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();
/// <summary>
/// Cached starting gear prototypes.
/// </summary>
private readonly Dictionary<string, StartingGearPrototype> _startingGearPrototypes = new ();
/// <summary>
/// Cached operator name prototypes.
/// </summary>
private readonly Dictionary<string, List<string>> _operativeNames = new();
/// <summary>
/// Data to be used in <see cref="OnMindAdded"/> for an operative once the Mind has been added.
/// </summary>
private readonly Dictionary<EntityUid, string> _operativeMindPendingData = new();
/// <summary>
/// Players who played as an operative at some point in the round.
/// </summary>
private readonly HashSet<IPlayerSession> _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<RoundStartAttemptEvent>(OnStartAttempt);
SubscribeLocalEvent<RulePlayerSpawningEvent>(OnPlayersSpawning);
SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<NukeOperativeComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
SubscribeLocalEvent<NukeExplodedEvent>(OnNukeExploded);
SubscribeLocalEvent<NukeOperativeComponent, GhostRoleSpawnerUsedEvent>(OnPlayersGhostSpawning);
SubscribeLocalEvent<NukeOperativeComponent, MindAddedMessage>(OnMindAdded);
SubscribeLocalEvent<NukeOperativeComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<NukeOperativeComponent, ComponentRemove>(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<MindComponent>(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<NukeOperativeComponent, MobStateComponent, TransformComponent>(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<NukeOperativeSpawnerComponent>(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<IPlayerSession>(ev.PlayerPool);
var prefList = new List<IPlayerSession>();
@@ -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<NukeOperativeSpawnerComponent>(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<MindComponent>(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<AntagPrototype>(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<ShuttleComponent>(shuttleId, out var shuttle))
{
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<ShuttleSystem>().TryFTLDock(shuttle, outpost.Value);
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<ShuttleSystem>().TryFTLDock(shuttle, _nukieOutpost.Value);
}
// TODO: Loot table or something
var commanderGear = _prototypeManager.Index<StartingGearPrototype>("SyndicateCommanderGearFull");
var starterGear = _prototypeManager.Index<StartingGearPrototype>("SyndicateOperativeGearFull");
var medicGear = _prototypeManager.Index<StartingGearPrototype>("SyndicateOperativeMedicFull");
var syndicateNamesElite = new List<string>(_prototypeManager.Index<DatasetPrototype>("SyndicateNamesElite").Values);
var syndicateNamesNormal = new List<string>(_prototypeManager.Index<DatasetPrototype>("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);
}
/// <summary>
/// Adds missing nuke operative components, equips starting gear and renames the entity.
/// </summary>
private void SetupOperativeEntity(EntityUid mob, string name, string gear)
{
EntityManager.GetComponent<MetaDataComponent>(mob).EntityName = name;
EntityManager.EnsureComponent<RandomHumanoidAppearanceComponent>(mob);
EntityManager.EnsureComponent<NukeOperativeComponent>(mob);
if(_startingGearPrototypes.TryGetValue(gear, out var gearPrototype))
_stationSpawningSystem.EquipStartingGear(mob, gearPrototype, null);
}
private void SpawnOperatives(int spawnCount, List<IPlayerSession> sessions, bool addSpawnPoints)
{
if (_nukieOutpost == null)
return;
var outpostUid = _nukieOutpost.Value;
var spawns = new List<EntityCoordinates>();
// Forgive me for hardcoding prototypes
foreach (var (_, meta, xform) in EntityManager.EntityQuery<SpawnPointComponent, MetaDataComponent, TransformComponent>(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<TransformComponent>(outpost.Value).Coordinates);
spawns.Add(EntityManager.GetComponent<TransformComponent>(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<AntagPrototype>(spawnDetails.Role);
switch (i)
if (sessions.TryGetValue(i, out var session))
{
case 0:
name = $"Commander " + _random.PickAndTake<string>(syndicateNamesElite);
role = NukeopsCommanderPrototypeId;
gear = commanderGear;
break;
case 1:
name = $"Agent " + _random.PickAndTake<string>(syndicateNamesNormal);
role = NukeopsPrototypeId;
gear = medicGear;
break;
default:
name = $"Operator " + _random.PickAndTake<string>(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<AntagPrototype>(role)));
var spawnPoint = EntityManager.SpawnEntity(_nukeopsRuleConfig.GhostSpawnPointProto, _random.Pick(spawns));
var spawner = EnsureComp<GhostRoleMobSpawnerComponent>(spawnPoint);
spawner.RoleName = nukeOpsAntag.Name;
spawner.RoleDescription = nukeOpsAntag.Objective;
var mob = EntityManager.SpawnEntity("MobHuman", _random.Pick(spawns));
EntityManager.GetComponent<MetaDataComponent>(mob).EntityName = name;
EntityManager.AddComponent<RandomHumanoidAppearanceComponent>(mob);
newMind.TransferTo(mob);
_stationSpawningSystem.EquipStartingGear(mob, gear, null);
ev.PlayerPool.Remove(session);
_aliveNukeops.Add(newMind, true);
GameTicker.PlayerJoinGame(session);
var nukeOpSpawner = EnsureComp<NukeOperativeSpawnerComponent>(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<IPlayerSession>();
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<AntagPrototype>(NukeopsPrototypeId)));
mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(_nukeopsRuleConfig.OperativeRoleProto)));
_stationSpawningSystem.EquipStartingGear(mind.OwnedEntity.Value, _prototypeManager.Index<StartingGearPrototype>("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<StartingGearPrototype>(proto));
}
foreach (var proto in new[] { _nukeopsRuleConfig.EliteNames, _nukeopsRuleConfig.NormalNames })
{
_operativeNames.Add(proto, new List<string>(_prototypeManager.Index<DatasetPrototype>(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<NukeOperativeComponent, MindComponent>(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() { }

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@@ -304,19 +304,6 @@ namespace Content.Shared.CCVar
public static readonly CVarDef<int> TraitorDeathMatchStartingBalance =
CVarDef.Create("traitordm.starting_balance", 20);
/*
* Nukeops
*/
public static readonly CVarDef<int> NukeopsMinPlayers =
CVarDef.Create("nukeops.min_players", 15);
public static readonly CVarDef<int> NukeopsMaxOps =
CVarDef.Create("nukeops.max_ops", 5);
public static readonly CVarDef<int> NukeopsPlayersPerOp =
CVarDef.Create("nukeops.players_per_op", 5);
/*
* Zombie
*/

View File

@@ -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

View File

@@ -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

View File

@@ -21,7 +21,7 @@
- type: gameRule
id: Nukeops
config:
!type:GenericGameRuleConfiguration
!type:NukeopsRuleConfiguration
id: Nukeops
- type: gameRule