Play time tracking: Job timers 3: more titles: when the (#9978)
Co-authored-by: Veritius <veritiusgaming@gmail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
committed by
GitHub
parent
6b94db0336
commit
e852ada6c8
@@ -0,0 +1,230 @@
|
||||
using System.Linq;
|
||||
using Content.Server.Afk;
|
||||
using Content.Server.Afk.Events;
|
||||
using Content.Server.GameTicking;
|
||||
using Content.Server.Roles;
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Shared.GameTicking;
|
||||
using Content.Shared.MobState;
|
||||
using Content.Shared.MobState.Components;
|
||||
using Content.Shared.Players.PlayTimeTracking;
|
||||
using Content.Shared.Roles;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Server.Player;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Players.PlayTimeTracking;
|
||||
|
||||
/// <summary>
|
||||
/// Connects <see cref="PlayTimeTrackingManager"/> to the simulation state. Reports trackers and such.
|
||||
/// </summary>
|
||||
public sealed class PlayTimeTrackingSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IAfkManager _afk = default!;
|
||||
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
||||
[Dependency] private readonly IPrototypeManager _prototypes = default!;
|
||||
[Dependency] private readonly IConfigurationManager _cfg = default!;
|
||||
[Dependency] private readonly PlayTimeTrackingManager _tracking = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
_tracking.CalcTrackers += CalcTrackers;
|
||||
|
||||
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundEnd);
|
||||
SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
|
||||
SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
|
||||
SubscribeLocalEvent<RoleAddedEvent>(OnRoleAdd);
|
||||
SubscribeLocalEvent<RoleRemovedEvent>(OnRoleRemove);
|
||||
SubscribeLocalEvent<AFKEvent>(OnAFK);
|
||||
SubscribeLocalEvent<UnAFKEvent>(OnUnAFK);
|
||||
SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
|
||||
SubscribeLocalEvent<PlayerJoinedLobbyEvent>(OnPlayerJoinedLobby);
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
base.Shutdown();
|
||||
|
||||
_tracking.CalcTrackers -= CalcTrackers;
|
||||
}
|
||||
|
||||
private void CalcTrackers(IPlayerSession player, HashSet<string> trackers)
|
||||
{
|
||||
if (_afk.IsAfk(player))
|
||||
return;
|
||||
|
||||
if (!IsPlayerAlive(player))
|
||||
return;
|
||||
|
||||
trackers.Add(PlayTimeTrackingShared.TrackerOverall);
|
||||
trackers.UnionWith(GetTimedRoles(player));
|
||||
}
|
||||
|
||||
private bool IsPlayerAlive(IPlayerSession session)
|
||||
{
|
||||
var attached = session.AttachedEntity;
|
||||
if (attached == null)
|
||||
return false;
|
||||
|
||||
if (!TryComp<MobStateComponent>(attached, out var state))
|
||||
return false;
|
||||
|
||||
return state.CurrentState is DamageState.Alive or DamageState.Critical;
|
||||
}
|
||||
|
||||
public IEnumerable<string> GetTimedRoles(Mind.Mind mind)
|
||||
{
|
||||
foreach (var role in mind.AllRoles)
|
||||
{
|
||||
if (role is not IRoleTimer timer)
|
||||
continue;
|
||||
|
||||
yield return _prototypes.Index<PlayTimeTrackerPrototype>(timer.Timer).ID;
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerable<string> GetTimedRoles(IPlayerSession session)
|
||||
{
|
||||
var contentData = _playerManager.GetPlayerData(session.UserId).ContentData();
|
||||
|
||||
if (contentData?.Mind == null)
|
||||
return Enumerable.Empty<string>();
|
||||
|
||||
return GetTimedRoles(contentData.Mind);
|
||||
}
|
||||
|
||||
private void OnRoleRemove(RoleRemovedEvent ev)
|
||||
{
|
||||
if (ev.Mind.Session == null)
|
||||
return;
|
||||
|
||||
_tracking.QueueRefreshTrackers(ev.Mind.Session);
|
||||
}
|
||||
|
||||
private void OnRoleAdd(RoleAddedEvent ev)
|
||||
{
|
||||
if (ev.Mind.Session == null)
|
||||
return;
|
||||
|
||||
_tracking.QueueRefreshTrackers(ev.Mind.Session);
|
||||
}
|
||||
|
||||
private void OnRoundEnd(RoundRestartCleanupEvent ev)
|
||||
{
|
||||
_tracking.Save();
|
||||
}
|
||||
|
||||
private void OnUnAFK(ref UnAFKEvent ev)
|
||||
{
|
||||
_tracking.QueueRefreshTrackers(ev.Session);
|
||||
}
|
||||
|
||||
private void OnAFK(ref AFKEvent ev)
|
||||
{
|
||||
_tracking.QueueRefreshTrackers(ev.Session);
|
||||
}
|
||||
|
||||
private void OnPlayerAttached(PlayerAttachedEvent ev)
|
||||
{
|
||||
_tracking.QueueRefreshTrackers(ev.Player);
|
||||
}
|
||||
|
||||
private void OnPlayerDetached(PlayerDetachedEvent ev)
|
||||
{
|
||||
// This doesn't fire if the player doesn't leave their body. I guess it's fine?
|
||||
_tracking.QueueRefreshTrackers(ev.Player);
|
||||
}
|
||||
|
||||
private void OnMobStateChanged(MobStateChangedEvent ev)
|
||||
{
|
||||
if (!TryComp(ev.Entity, out ActorComponent? actor))
|
||||
return;
|
||||
|
||||
_tracking.QueueRefreshTrackers(actor.PlayerSession);
|
||||
}
|
||||
|
||||
private void OnPlayerJoinedLobby(PlayerJoinedLobbyEvent ev)
|
||||
{
|
||||
_tracking.QueueRefreshTrackers(ev.PlayerSession);
|
||||
// Send timers to client when they join lobby, so the UIs are up-to-date.
|
||||
_tracking.QueueSendTimers(ev.PlayerSession);
|
||||
}
|
||||
|
||||
public bool IsAllowed(IPlayerSession player, string role)
|
||||
{
|
||||
if (!_prototypes.TryIndex<JobPrototype>(role, out var job) ||
|
||||
job.Requirements == null ||
|
||||
!_cfg.GetCVar(CCVars.GameRoleTimers))
|
||||
return true;
|
||||
|
||||
var playTimes = _tracking.GetTrackerTimes(player);
|
||||
|
||||
return JobRequirements.TryRequirementsMet(job, playTimes, out _, _prototypes);
|
||||
}
|
||||
|
||||
public HashSet<string> GetDisallowedJobs(IPlayerSession player)
|
||||
{
|
||||
var roles = new HashSet<string>();
|
||||
if (!_cfg.GetCVar(CCVars.GameRoleTimers))
|
||||
return roles;
|
||||
|
||||
var playTimes = _tracking.GetTrackerTimes(player);
|
||||
|
||||
foreach (var job in _prototypes.EnumeratePrototypes<JobPrototype>())
|
||||
{
|
||||
if (job.Requirements != null)
|
||||
{
|
||||
foreach (var requirement in job.Requirements)
|
||||
{
|
||||
if (JobRequirements.TryRequirementMet(requirement, playTimes, out _, _prototypes))
|
||||
continue;
|
||||
|
||||
goto NoRole;
|
||||
}
|
||||
}
|
||||
|
||||
roles.Add(job.ID);
|
||||
NoRole:;
|
||||
}
|
||||
|
||||
return roles;
|
||||
}
|
||||
|
||||
public void RemoveDisallowedJobs(NetUserId userId, ref List<string> jobs)
|
||||
{
|
||||
if (!_cfg.GetCVar(CCVars.GameRoleTimers))
|
||||
return;
|
||||
|
||||
var player = _playerManager.GetSessionByUserId(userId);
|
||||
var playTimes = _tracking.GetTrackerTimes(player);
|
||||
|
||||
for (var i = 0; i < jobs.Count; i++)
|
||||
{
|
||||
var job = jobs[i];
|
||||
|
||||
if (!_prototypes.TryIndex<JobPrototype>(job, out var jobber) ||
|
||||
jobber.Requirements == null ||
|
||||
jobber.Requirements.Count == 0)
|
||||
continue;
|
||||
|
||||
foreach (var requirement in jobber.Requirements)
|
||||
{
|
||||
if (JobRequirements.TryRequirementMet(requirement, playTimes, out _, _prototypes))
|
||||
continue;
|
||||
|
||||
jobs.RemoveSwap(i);
|
||||
i--;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void PlayerRolesChanged(IPlayerSession player)
|
||||
{
|
||||
_tracking.QueueRefreshTrackers(player);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user