Make nukies usable (#8257)

* Make nukies usable

- Spawn points that work
- Radar default range bumped up
- Used the infiltrator instead
- Spawning works
I playtested it and it was working so anything new pops up then I'm gonna screm.

* a
This commit is contained in:
metalgearsloth
2022-05-19 07:48:00 +10:00
committed by GitHub
parent ab179e171e
commit d9bcc7f6dd
7 changed files with 780 additions and 202 deletions

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@@ -205,7 +205,7 @@ namespace Content.Server.GameTicking
// MapInitialize *before* spawning players, our codebase is too shit to do it afterwards...
_mapManager.DoMapInitialize(DefaultMap);
SpawnPlayers(readyPlayers, origReadyPlayers.Select(x => x.UserId), profiles, force);
SpawnPlayers(readyPlayers, profiles, force);
_roundStartDateTime = DateTime.UtcNow;
RunLevel = GameRunLevel.InRound;

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@@ -30,15 +30,34 @@ namespace Content.Server.GameTicking
// Mainly to avoid allocations.
private readonly List<EntityCoordinates> _possiblePositions = new();
private void SpawnPlayers(List<IPlayerSession> readyPlayers, IEnumerable<NetUserId> origReadyPlayers,
Dictionary<NetUserId, HumanoidCharacterProfile> profiles, bool force)
private void SpawnPlayers(List<IPlayerSession> readyPlayers, Dictionary<NetUserId, HumanoidCharacterProfile> profiles, bool force)
{
// Allow game rules to spawn players by themselves if needed. (For example, nuke ops or wizard)
RaiseLocalEvent(new RulePlayerSpawningEvent(readyPlayers, profiles, force));
var playerNetIds = readyPlayers.Select(o => o.UserId).ToHashSet();
// RulePlayerSpawning feeds a readonlydictionary of profiles.
// We need to take these players out of the pool of players available as they've been used.
if (readyPlayers.Count != profiles.Count)
{
var toRemove = new RemQueue<NetUserId>();
foreach (var (player, _) in profiles)
{
if (playerNetIds.Contains(player)) continue;
toRemove.Add(player);
}
foreach (var player in toRemove)
{
profiles.Remove(player);
}
}
var assignedJobs = _stationJobs.AssignJobs(profiles, _stationSystem.Stations.ToList());
_stationJobs.AssignOverflowJobs(ref assignedJobs, origReadyPlayers, profiles, _stationSystem.Stations.ToList());
_stationJobs.AssignOverflowJobs(ref assignedJobs, playerNetIds, profiles, _stationSystem.Stations.ToList());
// Spawn everybody in!
foreach (var (player, (job, station)) in assignedJobs)

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@@ -2,6 +2,7 @@
using Content.Server.Chat.Managers;
using Content.Server.Nuke;
using Content.Server.RoundEnd;
using Content.Server.Spawners.Components;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Shared.CCVar;
@@ -49,7 +50,7 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
private void OnNukeExploded(NukeExplodedEvent ev)
{
if (!Enabled) return;
_opsWon = true;
_roundEndSystem.EndRound();
}
@@ -78,6 +79,8 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
private void OnPlayersSpawning(RulePlayerSpawningEvent ev)
{
if (!Enabled) return;
_aliveNukeops.Clear();
var numOps = (int)Math.Min(Math.Floor((double)ev.PlayerPool.Count / _cfg.GetCVar(CCVars.NukeopsPlayersPerOp)),
@@ -88,22 +91,22 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
ops[i] = _random.PickAndTake(ev.PlayerPool);
}
var map = "/Maps/syndiepuddle.yml";
var map = "/Maps/infiltrator.yml";
var aabbs = _stationSystem.Stations.SelectMany(x =>
Comp<StationDataComponent>(x).Grids.Select(x => _mapManager.GetGridComp(x).Grid.WorldBounds.CalcBoundingBox())).ToArray();
Comp<StationDataComponent>(x).Grids.Select(x => _mapManager.GetGridComp(x).Grid.WorldAABB)).ToArray();
var aabb = aabbs[0];
for (int i = 1; i < aabbs.Length; i++)
{
aabb.Union(aabbs[i]);
}
var (_, grid) = _mapLoader.LoadBlueprint(GameTicker.DefaultMap, map, new MapLoadOptions
var (_, gridId) = _mapLoader.LoadBlueprint(GameTicker.DefaultMap, map, new MapLoadOptions
{
Offset = aabb.Center + MathF.Max(aabb.Height, aabb.Width)*2.5f
Offset = aabb.Center + MathF.Max(aabb.Height / 2f, aabb.Width / 2f) * 2.5f
});
if (!grid.HasValue)
if (!gridId.HasValue)
{
Logger.ErrorS("NUKEOPS", $"Gridid was null when loading \"{map}\", aborting.");
foreach (var session in ops)
@@ -113,19 +116,52 @@ public sealed class NukeopsRuleSystem : GameRuleSystem
return;
}
var gear = _prototypeManager.Index<StartingGearPrototype>("SyndicateOperativeGearFull");
var spawnpos = new EntityCoordinates(_mapManager.GetGridEuid(grid.Value), new Vector2(1.5f, -4.5f));
var gridUid = _mapManager.GetGridEuid(gridId.Value);
// TODO: Loot table or something
var commanderGear = _prototypeManager.Index<StartingGearPrototype>("SyndicateCommanderGearFull");
var starterGear = _prototypeManager.Index<StartingGearPrototype>("SyndicateOperativeGearFull");
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" || xform.ParentUid != gridUid) continue;
spawns.Add(xform.Coordinates);
}
if (spawns.Count == 0)
{
spawns.Add(EntityManager.GetComponent<TransformComponent>(gridUid).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 < ops.Length; i++)
{
string name;
StartingGearPrototype gear;
if (i == 0)
{
name = $"Commander";
gear = commanderGear;
}
else
{
name = $"Operator #{i}";
gear = starterGear;
}
var session = ops[i];
var name = $"Operator #{i}";
var newMind = new Mind.Mind(session.UserId)
{
CharacterName = name
};
newMind.ChangeOwningPlayer(session.UserId);
var mob = EntityManager.SpawnEntity("MobHuman", spawnpos);
var mob = EntityManager.SpawnEntity("MobHuman", _random.Pick(spawns));
EntityManager.GetComponent<MetaDataComponent>(mob).EntityName = name;
newMind.TransferTo(mob);

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@@ -5,5 +5,5 @@ public sealed class RadarConsoleComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
[DataField("range")]
public float Range = 256f;
public float Range = 512f;
}

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,11 @@
- type: entity
id: SpawnPointNukies
parent: MarkerBase
name: nukies
components:
- type: SpawnPoint
- type: Sprite
layers:
- state: green
- sprite: Objects/Fun/toys.rsi
state: synb

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@@ -64,6 +64,6 @@
- nukeops
name: nukeops-title
description: nukeops-description
showInVote: false
showInVote: true
rules:
- Nukeops