using Content.Server.Antag; using Content.Server.GameTicking.Rules.Components; using Content.Server.Mind; using Content.Server.Objectives; using Content.Server.PDA.Ringer; using Content.Server.Traitor.Uplink; using Content.Shared.FixedPoint; using Content.Shared.Mind; using Content.Shared.NPC.Systems; using Content.Shared.PDA; using Content.Shared.Random.Helpers; using Content.Shared.Roles; using Content.Shared.Roles.Components; using Content.Shared.Roles.Jobs; using Content.Shared.Roles.RoleCodeword; using Robust.Shared.Prototypes; using Robust.Shared.Random; using System.Linq; using System.Text; using Content.Server.Codewords; namespace Content.Server.GameTicking.Rules; public sealed class TraitorRuleSystem : GameRuleSystem { private static readonly Color TraitorCodewordColor = Color.FromHex("#cc3b3b"); [Dependency] private readonly AntagSelectionSystem _antag = default!; [Dependency] private readonly SharedJobSystem _jobs = default!; [Dependency] private readonly MindSystem _mindSystem = default!; [Dependency] private readonly NpcFactionSystem _npcFaction = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly SharedRoleCodewordSystem _roleCodewordSystem = default!; [Dependency] private readonly SharedRoleSystem _roleSystem = default!; [Dependency] private readonly UplinkSystem _uplink = default!; [Dependency] private readonly CodewordSystem _codewordSystem = default!; public override void Initialize() { base.Initialize(); Log.Level = LogLevel.Debug; SubscribeLocalEvent(AfterEntitySelected); SubscribeLocalEvent(OnObjectivesTextPrepend); } private void AfterEntitySelected(Entity ent, ref AfterAntagEntitySelectedEvent args) { Log.Debug($"AfterAntagEntitySelected {ToPrettyString(ent)}"); MakeTraitor(args.EntityUid, ent); } public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - start"); var factionCodewords = _codewordSystem.GetCodewords(component.CodewordFactionPrototypeId); //Grab the mind if it wasn't provided if (!_mindSystem.TryGetMind(traitor, out var mindId, out var mind)) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - failed, no Mind found"); return false; } var briefing = ""; if (component.GiveCodewords) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - added codewords flufftext to briefing"); briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", factionCodewords))); } var issuer = _random.Pick(_prototypeManager.Index(component.ObjectiveIssuers)); // Uplink code will go here if applicable, but we still need the variable if there aren't any Note[]? code = null; if (component.GiveUplink) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Uplink start"); // Calculate the amount of currency on the uplink. var startingBalance = component.StartingBalance; if (_jobs.MindTryGetJob(mindId, out var prototype)) { if (startingBalance < prototype.AntagAdvantage) // Can't use Math functions on FixedPoint2 startingBalance = 0; else startingBalance = startingBalance - prototype.AntagAdvantage; } // Choose and generate an Uplink, and return the uplink code if applicable Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Uplink request start"); var uplinkParams = RequestUplink(traitor, startingBalance, briefing); code = uplinkParams.Item1; briefing = uplinkParams.Item2; Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Uplink request completed"); } string[]? codewords = null; if (component.GiveCodewords) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - set codewords from component"); codewords = factionCodewords; } if (component.GiveBriefing) { _antag.SendBriefing(traitor, GenerateBriefing(codewords, code, issuer), null, component.GreetSoundNotification); Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Sent the Briefing"); } Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Adding TraitorMind"); component.TraitorMinds.Add(mindId); // Assign briefing //Since this provides neither an antag/job prototype, nor antag status/roletype, //and is intrinsically related to the traitor role //it does not need to be a separate Mind Role Entity _roleSystem.MindHasRole(mindId, out var traitorRole); if (traitorRole is not null) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Add traitor briefing components"); EnsureComp(traitorRole.Value.Owner, out var briefingComp); briefingComp.Briefing = briefing; } else { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - did not get traitor briefing"); } var color = TraitorCodewordColor; // Fall back to a dark red Syndicate color if a prototype is not found // The mind entity is stored in nullspace with a PVS override for the owner, so only they can see the codewords. var codewordComp = EnsureComp(mindId); _roleCodewordSystem.SetRoleCodewords((mindId, codewordComp), "traitor", factionCodewords.ToList(), color); // Change the faction Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Change faction"); _npcFaction.RemoveFaction(traitor, component.NanoTrasenFaction, false); _npcFaction.AddFaction(traitor, component.SyndicateFaction); Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Finished"); return true; } private (Note[]?, string) RequestUplink(EntityUid traitor, FixedPoint2 startingBalance, string briefing) { var pda = _uplink.FindUplinkTarget(traitor); Note[]? code = null; Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Uplink add"); var uplinked = _uplink.AddUplink(traitor, startingBalance, pda, true); if (pda is not null && uplinked) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Uplink is PDA"); // Codes are only generated if the uplink is a PDA var ev = new GenerateUplinkCodeEvent(); RaiseLocalEvent(pda.Value, ref ev); if (ev.Code is { } generatedCode) { code = generatedCode; // If giveUplink is false the uplink code part is omitted briefing = string.Format("{0}\n{1}", briefing, Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", code).Replace("sharp", "#")))); return (code, briefing); } Log.Error($"MakeTraitor {ToPrettyString(traitor)} failed to generate an uplink code on {ToPrettyString(pda)}."); } else if (pda is null && uplinked) { Log.Debug($"MakeTraitor {ToPrettyString(traitor)} - Uplink is implant"); briefing += "\n" + Loc.GetString("traitor-role-uplink-implant-short"); } else { Log.Error($"MakeTraitor failed on {ToPrettyString(traitor)} - No uplink could be added"); } return (null, briefing); } // TODO: AntagCodewordsComponent private void OnObjectivesTextPrepend(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextPrependEvent args) { if(comp.GiveCodewords) args.Text += "\n" + Loc.GetString("traitor-round-end-codewords", ("codewords", string.Join(", ", _codewordSystem.GetCodewords(comp.CodewordFactionPrototypeId)))); } // TODO: figure out how to handle this? add priority to briefing event? private string GenerateBriefing(string[]? codewords, Note[]? uplinkCode, string? objectiveIssuer = null) { var sb = new StringBuilder(); sb.AppendLine(Loc.GetString("traitor-role-greeting", ("corporation", objectiveIssuer ?? Loc.GetString("objective-issuer-unknown")))); if (codewords != null) sb.AppendLine(Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ", codewords)))); if (uplinkCode != null) sb.AppendLine(Loc.GetString("traitor-role-uplink-code", ("code", string.Join("-", uplinkCode).Replace("sharp", "#")))); else sb.AppendLine(Loc.GetString("traitor-role-uplink-implant")); return sb.ToString(); } public List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind) { List<(EntityUid Id, MindComponent Mind)> allTraitors = new(); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var traitor)) { foreach (var role in GetOtherTraitorMindsAliveAndConnected(ourMind, (uid, traitor))) { if (!allTraitors.Contains(role)) allTraitors.Add(role); } } return allTraitors; } private List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind, Entity rule) { var traitors = new List<(EntityUid Id, MindComponent Mind)>(); foreach (var mind in _antag.GetAntagMinds(rule.Owner)) { if (mind.Comp == ourMind) continue; traitors.Add((mind, mind)); } return traitors; } }