using Content.Server.Antag; using Content.Server.GameTicking.Rules.Components; using Content.Server.Mind; using Content.Server.NPC.Systems; using Content.Server.Objectives; using Content.Server.PDA.Ringer; using Content.Server.Roles; using Content.Server.Traitor.Uplink; using Content.Shared.CCVar; using Content.Shared.Dataset; using Content.Shared.Mind; using Content.Shared.Mobs.Systems; using Content.Shared.Objectives.Components; using Content.Shared.PDA; using Content.Shared.Roles; using Content.Shared.Roles.Jobs; using Robust.Server.Player; using Robust.Shared.Configuration; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Timing; using System.Linq; using System.Text; namespace Content.Server.GameTicking.Rules; public sealed class TraitorRuleSystem : GameRuleSystem { [Dependency] private readonly AntagSelectionSystem _antagSelection = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IConfigurationManager _cfg = default!; [Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly NpcFactionSystem _npcFaction = default!; [Dependency] private readonly MobStateSystem _mobStateSystem = default!; [Dependency] private readonly UplinkSystem _uplink = default!; [Dependency] private readonly MindSystem _mindSystem = default!; [Dependency] private readonly SharedRoleSystem _roleSystem = default!; [Dependency] private readonly SharedJobSystem _jobs = default!; [Dependency] private readonly ObjectivesSystem _objectives = default!; [Dependency] private readonly IGameTiming _timing = default!; private int PlayersPerTraitor => _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor); private int MaxTraitors => _cfg.GetCVar(CCVars.TraitorMaxTraitors); public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnStartAttempt); SubscribeLocalEvent(OnPlayersSpawned); SubscribeLocalEvent(HandleLatejoin); SubscribeLocalEvent(OnObjectivesTextGetInfo); SubscribeLocalEvent(OnObjectivesTextPrepend); } //Set min players on game rule protected override void Added(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args) { base.Added(uid, component, gameRule, args); gameRule.MinPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers); } protected override void Started(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) { base.Started(uid, component, gameRule, args); MakeCodewords(component); } protected override void ActiveTick(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, float frameTime) { base.ActiveTick(uid, component, gameRule, frameTime); if (component.SelectionStatus < TraitorRuleComponent.SelectionState.Started && component.AnnounceAt < _timing.CurTime) { DoTraitorStart(component); component.SelectionStatus = TraitorRuleComponent.SelectionState.Started; } } /// /// Check for enough players /// /// private void OnStartAttempt(RoundStartAttemptEvent ev) { TryRoundStartAttempt(ev, Loc.GetString("traitor-title")); } private void MakeCodewords(TraitorRuleComponent component) { var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount); var adjectives = _prototypeManager.Index(component.CodewordAdjectives).Values; var verbs = _prototypeManager.Index(component.CodewordVerbs).Values; var codewordPool = adjectives.Concat(verbs).ToList(); var finalCodewordCount = Math.Min(codewordCount, codewordPool.Count); component.Codewords = new string[finalCodewordCount]; for (var i = 0; i < finalCodewordCount; i++) { component.Codewords[i] = _random.PickAndTake(codewordPool); } } private void DoTraitorStart(TraitorRuleComponent component) { var eligiblePlayers = _antagSelection.GetEligiblePlayers(_playerManager.Sessions, component.TraitorPrototypeId); if (eligiblePlayers.Count == 0) return; var traitorsToSelect = _antagSelection.CalculateAntagCount(_playerManager.PlayerCount, PlayersPerTraitor, MaxTraitors); var selectedTraitors = _antagSelection.ChooseAntags(traitorsToSelect, eligiblePlayers); MakeTraitor(selectedTraitors, component); } private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev) { //Start the timer var query = QueryActiveRules(); while (query.MoveNext(out _, out var comp, out var gameRuleComponent)) { var delay = TimeSpan.FromSeconds( _cfg.GetCVar(CCVars.TraitorStartDelay) + _random.NextFloat(0f, _cfg.GetCVar(CCVars.TraitorStartDelayVariance))); //Set the delay for choosing traitors comp.AnnounceAt = _timing.CurTime + delay; comp.SelectionStatus = TraitorRuleComponent.SelectionState.ReadyToStart; } } public bool MakeTraitor(List traitors, TraitorRuleComponent component, bool giveUplink = true, bool giveObjectives = true) { foreach (var traitor in traitors) { MakeTraitor(traitor, component, giveUplink, giveObjectives); } return true; } public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component, bool giveUplink = true, bool giveObjectives = true) { //Grab the mind if it wasnt provided if (!_mindSystem.TryGetMind(traitor, out var mindId, out var mind)) return false; if (HasComp(mindId)) { Log.Error($"Player {mind.CharacterName} is already a traitor."); return false; } var briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", component.Codewords))); Note[]? code = null; if (giveUplink) { // Calculate the amount of currency on the uplink. var startingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance); if (_jobs.MindTryGetJob(mindId, out _, out var prototype)) startingBalance = Math.Max(startingBalance - prototype.AntagAdvantage, 0); // creadth: we need to create uplink for the antag. // PDA should be in place already var pda = _uplink.FindUplinkTarget(traitor); if (pda == null || !_uplink.AddUplink(traitor, startingBalance)) return false; // Give traitors their codewords and uplink code to keep in their character info menu code = EnsureComp(pda.Value).Code; // If giveUplink is false the uplink code part is omitted briefing = string.Format("{0}\n{1}", briefing, Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", code).Replace("sharp", "#")))); } _antagSelection.SendBriefing(traitor, GenerateBriefing(component.Codewords, code), null, component.GreetSoundNotification); component.TraitorMinds.Add(mindId); // Assign traitor roles _roleSystem.MindAddRole(mindId, new TraitorRoleComponent { PrototypeId = component.TraitorPrototypeId }, mind, true); // Assign briefing _roleSystem.MindAddRole(mindId, new RoleBriefingComponent { Briefing = briefing.ToString() }, mind, true); // Change the faction _npcFaction.RemoveFaction(traitor, component.NanoTrasenFaction, false); _npcFaction.AddFaction(traitor, component.SyndicateFaction); // Give traitors their objectives if (giveObjectives) { var maxDifficulty = _cfg.GetCVar(CCVars.TraitorMaxDifficulty); var maxPicks = _cfg.GetCVar(CCVars.TraitorMaxPicks); var difficulty = 0f; Log.Debug($"Attempting {maxPicks} objective picks with {maxDifficulty} difficulty"); for (var pick = 0; pick < maxPicks && maxDifficulty > difficulty; pick++) { var objective = _objectives.GetRandomObjective(mindId, mind, component.ObjectiveGroup); if (objective == null) continue; _mindSystem.AddObjective(mindId, mind, objective.Value); var adding = Comp(objective.Value).Difficulty; difficulty += adding; Log.Debug($"Added objective {ToPrettyString(objective):objective} with {adding} difficulty"); } } return true; } private void HandleLatejoin(PlayerSpawnCompleteEvent ev) { var query = QueryActiveRules(); while (query.MoveNext(out _, out var comp, out _)) { if (comp.TotalTraitors >= MaxTraitors) continue; if (!ev.LateJoin) continue; if (!_antagSelection.IsPlayerEligible(ev.Player, comp.TraitorPrototypeId)) continue; //If its before we have selected traitors, continue if (comp.SelectionStatus < TraitorRuleComponent.SelectionState.Started) continue; // the nth player we adjust our probabilities around var target = PlayersPerTraitor * comp.TotalTraitors + 1; var chance = 1f / PlayersPerTraitor; // If we have too many traitors, divide by how many players below target for next traitor we are. if (ev.JoinOrder < target) { chance /= (target - ev.JoinOrder); } else // Tick up towards 100% chance. { chance *= ((ev.JoinOrder + 1) - target); } if (chance > 1) chance = 1; // Now that we've calculated our chance, roll and make them a traitor if we roll under. // You get one shot. if (_random.Prob(chance)) { MakeTraitor(ev.Mob, comp); } } } private void OnObjectivesTextGetInfo(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextGetInfoEvent args) { args.Minds = comp.TraitorMinds; args.AgentName = Loc.GetString("traitor-round-end-agent-name"); } private void OnObjectivesTextPrepend(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextPrependEvent args) { args.Text += "\n" + Loc.GetString("traitor-round-end-codewords", ("codewords", string.Join(", ", comp.Codewords))); } /// /// Start this game rule manually /// public TraitorRuleComponent StartGameRule() { var comp = EntityQuery().FirstOrDefault(); if (comp == null) { GameTicker.StartGameRule("Traitor", out var ruleEntity); comp = Comp(ruleEntity); } return comp; } public void MakeTraitorAdmin(EntityUid entity, bool giveUplink, bool giveObjectives) { var traitorRule = StartGameRule(); MakeTraitor(entity, traitorRule, giveUplink, giveObjectives); } private string GenerateBriefing(string[] codewords, Note[]? uplinkCode) { var sb = new StringBuilder(); sb.AppendLine(Loc.GetString("traitor-role-greeting")); sb.AppendLine(Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", codewords)))); if (uplinkCode != null) sb.AppendLine(Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", uplinkCode).Replace("sharp", "#")))); return sb.ToString(); } public List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind) { List<(EntityUid Id, MindComponent Mind)> allTraitors = new(); foreach (var traitor in EntityQuery()) { foreach (var role in GetOtherTraitorMindsAliveAndConnected(ourMind, traitor)) { if (!allTraitors.Contains(role)) allTraitors.Add(role); } } return allTraitors; } private List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind, TraitorRuleComponent component) { var traitors = new List<(EntityUid Id, MindComponent Mind)>(); foreach (var traitor in component.TraitorMinds) { if (TryComp(traitor, out MindComponent? mind) && mind.OwnedEntity != null && mind.Session != null && mind != ourMind && _mobStateSystem.IsAlive(mind.OwnedEntity.Value) && mind.CurrentEntity == mind.OwnedEntity) { traitors.Add((traitor, mind)); } } return traitors; } }