using System.Linq; using System.Numerics; using Content.Server.Administration.Commands; using Content.Server.Chat.Managers; using Content.Server.GameTicking.Rules.Components; using Content.Server.Ghost.Roles.Components; using Content.Server.Ghost.Roles.Events; using Content.Server.Humanoid; using Content.Server.Humanoid.Systems; using Content.Server.Mind; using Content.Server.Mind.Components; using Content.Server.NPC.Components; using Content.Server.NPC.Systems; using Content.Server.Nuke; using Content.Server.Preferences.Managers; using Content.Server.Roles; using Content.Server.RoundEnd; using Content.Server.Shuttles.Components; using Content.Server.Shuttles.Systems; using Content.Server.Spawners.Components; using Content.Server.Station.Components; using Content.Server.Station.Systems; using Content.Server.Traitor; using Content.Shared.Dataset; using Content.Shared.Humanoid; using Content.Shared.Humanoid.Prototypes; using Content.Shared.Mobs; using Content.Shared.Mobs.Components; using Content.Shared.Nuke; using Content.Shared.Preferences; using Content.Shared.Roles; using Content.Shared.Zombies; using Robust.Server.GameObjects; using Robust.Server.Maps; using Robust.Server.Player; using Robust.Shared.Map; using Robust.Shared.Player; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Utility; namespace Content.Server.GameTicking.Rules; public sealed class NukeopsRuleSystem : GameRuleSystem { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IServerPreferencesManager _prefs = default!; [Dependency] private readonly IChatManager _chatManager = default!; [Dependency] private readonly IMapManager _mapManager = default!; [Dependency] private readonly IPlayerManager _playerSystem = default!; [Dependency] private readonly EmergencyShuttleSystem _emergency = default!; [Dependency] private readonly NpcFactionSystem _npcFaction = default!; [Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = default!; [Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!; [Dependency] private readonly StationSystem _stationSystem = default!; [Dependency] private readonly RoundEndSystem _roundEndSystem = default!; [Dependency] private readonly SharedAudioSystem _audioSystem = default!; [Dependency] private readonly MapLoaderSystem _map = default!; [Dependency] private readonly ShuttleSystem _shuttle = default!; [Dependency] private readonly MindSystem _mindSystem = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnStartAttempt); SubscribeLocalEvent(OnPlayersSpawning); SubscribeLocalEvent(OnMobStateChanged); SubscribeLocalEvent(OnRoundEndText); SubscribeLocalEvent(OnNukeExploded); SubscribeLocalEvent(OnRunLevelChanged); SubscribeLocalEvent(OnNukeDisarm); SubscribeLocalEvent(OnPlayersGhostSpawning); SubscribeLocalEvent(OnMindAdded); SubscribeLocalEvent(OnComponentInit); SubscribeLocalEvent(OnComponentRemove); SubscribeLocalEvent(OnOperativeZombified); } private void OnComponentInit(EntityUid uid, NukeOperativeComponent component, ComponentInit args) { var query = EntityQueryEnumerator(); while (query.MoveNext(out var ruleEnt, out var nukeops, out var gameRule)) { if (!GameTicker.IsGameRuleAdded(ruleEnt, gameRule)) continue; // If entity has a prior mind attached, add them to the players list. if (!TryComp(uid, out var mindComponent)) continue; var session = mindComponent.Mind?.Session; var name = MetaData(uid).EntityName; if (session != null) nukeops.OperativePlayers.Add(name, session); } } private void OnComponentRemove(EntityUid uid, NukeOperativeComponent component, ComponentRemove args) { CheckRoundShouldEnd(); } private void OnOperativeZombified(EntityUid uid, NukeOperativeComponent component, ref EntityZombifiedEvent args) { RemCompDeferred(uid, component); } private void OnNukeExploded(NukeExplodedEvent ev) { var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var nukeops, out var gameRule)) { if (!GameTicker.IsGameRuleAdded(uid, gameRule)) continue; if (ev.OwningStation != null) { if (ev.OwningStation == nukeops.NukieOutpost) { nukeops.WinConditions.Add(WinCondition.NukeExplodedOnNukieOutpost); SetWinType(uid, WinType.CrewMajor, nukeops); continue; } if (TryComp(nukeops.TargetStation, out StationDataComponent? data)) { var correctStation = false; foreach (var grid in data.Grids) { if (grid != ev.OwningStation) { continue; } nukeops.WinConditions.Add(WinCondition.NukeExplodedOnCorrectStation); SetWinType(uid, WinType.OpsMajor, nukeops); correctStation = true; } if (correctStation) continue; } nukeops.WinConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation); } else { nukeops.WinConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation); } _roundEndSystem.EndRound(); } } private void OnRunLevelChanged(GameRunLevelChangedEvent ev) { var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var nukeops)) { switch (ev.New) { case GameRunLevel.InRound: OnRoundStart(uid, nukeops); break; case GameRunLevel.PostRound: OnRoundEnd(uid, nukeops); break; } } } /// /// Loneops can only spawn if there is no nukeops active /// public bool CheckLoneOpsSpawn() { return !EntityQuery().Any(); } private void OnRoundStart(EntityUid uid, NukeopsRuleComponent? component = null) { if (!Resolve(uid, ref component)) return; // TODO: This needs to try and target a Nanotrasen station. At the very least, // we can only currently guarantee that NT stations are the only station to // exist in the base game. var eligible = EntityQuery() .Where(x => _npcFaction.IsFactionHostile(component.Faction, x.Item2.Owner, x.Item2)) .Select(x => x.Item1.Owner) .ToList(); if (!eligible.Any()) return; component.TargetStation = _random.Pick(eligible); var filter = Filter.Empty(); var query = EntityQueryEnumerator(); while (query.MoveNext(out _, out _, out var actor)) { _chatManager.DispatchServerMessage(actor.PlayerSession, Loc.GetString("nukeops-welcome", ("station", component.TargetStation.Value))); filter.AddPlayer(actor.PlayerSession); } } private void OnRoundEnd(EntityUid uid, NukeopsRuleComponent? component = null) { if (!Resolve(uid, ref component)) return; // If the win condition was set to operative/crew major win, ignore. if (component.WinType == WinType.OpsMajor || component.WinType == WinType.CrewMajor) return; var nukeQuery = AllEntityQuery(); var centcomms = _emergency.GetCentcommMaps(); while (nukeQuery.MoveNext(out var nuke, out var nukeTransform)) { if (nuke.Status != NukeStatus.ARMED) continue; // UH OH if (centcomms.Contains(nukeTransform.MapID)) { component.WinConditions.Add(WinCondition.NukeActiveAtCentCom); SetWinType(uid, WinType.OpsMajor, component); return; } if (nukeTransform.GridUid == null || component.TargetStation == null) continue; if (!TryComp(component.TargetStation.Value, out StationDataComponent? data)) continue; foreach (var grid in data.Grids) { if (grid != nukeTransform.GridUid) continue; component.WinConditions.Add(WinCondition.NukeActiveInStation); SetWinType(uid, WinType.OpsMajor, component); return; } } var allAlive = true; foreach (var (_, state) in EntityQuery()) { if (state.CurrentState is MobState.Alive) continue; allAlive = false; break; } // If all nuke ops were alive at the end of the round, // the nuke ops win. This is to prevent people from // running away the moment nuke ops appear. if (allAlive) { SetWinType(uid, WinType.OpsMinor, component); component.WinConditions.Add(WinCondition.AllNukiesAlive); return; } component.WinConditions.Add(WinCondition.SomeNukiesAlive); var diskAtCentCom = false; var diskQuery = AllEntityQuery(); while (diskQuery.MoveNext(out _, out var transform)) { var diskMapId = transform.MapID; diskAtCentCom = centcomms.Contains(diskMapId); // TODO: The target station should be stored, and the nuke disk should store its original station. // This is fine for now, because we can assume a single station in base SS14. break; } // If the disk is currently at Central Command, the crew wins - just slightly. // This also implies that some nuclear operatives have died. if (diskAtCentCom) { SetWinType(uid, WinType.CrewMinor, component); component.WinConditions.Add(WinCondition.NukeDiskOnCentCom); } // Otherwise, the nuke ops win. else { SetWinType(uid, WinType.OpsMinor, component); component.WinConditions.Add(WinCondition.NukeDiskNotOnCentCom); } } private void OnRoundEndText(RoundEndTextAppendEvent ev) { foreach (var nukeops in EntityQuery()) { var winText = Loc.GetString($"nukeops-{nukeops.WinType.ToString().ToLower()}"); ev.AddLine(winText); foreach (var cond in nukeops.WinConditions) { var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}"); ev.AddLine(text); } ev.AddLine(Loc.GetString("nukeops-list-start")); foreach (var (name, session) in nukeops.OperativePlayers) { var listing = Loc.GetString("nukeops-list-name", ("name", name), ("user", session.Name)); ev.AddLine(listing); } } } private void SetWinType(EntityUid uid, WinType type, NukeopsRuleComponent? component = null) { if (!Resolve(uid, ref component)) return; component.WinType = type; if (type == WinType.CrewMajor || type == WinType.OpsMajor) _roundEndSystem.EndRound(); } private void CheckRoundShouldEnd() { var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var nukeops, out var gameRule)) { if (!GameTicker.IsGameRuleAdded(uid, gameRule)) continue; if (!nukeops.EndsRound || nukeops.WinType == WinType.CrewMajor || nukeops.WinType == WinType.OpsMajor) continue; // If there are any nuclear bombs that are active, immediately return. We're not over yet. var armed = false; foreach (var nuke in EntityQuery()) { if (nuke.Status == NukeStatus.ARMED) { armed = true; break; } } if (armed) continue; MapId? shuttleMapId = Exists(nukeops.NukieShuttle) ? Transform(nukeops.NukieShuttle.Value).MapID : null; MapId? targetStationMap = null; if (nukeops.TargetStation != null && TryComp(nukeops.TargetStation, out StationDataComponent? data)) { var grid = data.Grids.FirstOrNull(); targetStationMap = grid != null ? Transform(grid.Value).MapID : null; } // Check if there are nuke operatives still alive on the same map as the shuttle, // or on the same map as the station. // If there are, the round can continue. var operatives = EntityQuery(true); var operativesAlive = operatives .Where(ent => ent.Item3.MapID == shuttleMapId || ent.Item3.MapID == targetStationMap) .Any(ent => ent.Item2.CurrentState == MobState.Alive && ent.Item1.Running); if (operativesAlive) continue; // There are living operatives than can access the shuttle, or are still on the station's map. // Check that there are spawns available and that they can access the shuttle. var spawnsAvailable = EntityQuery(true).Any(); if (spawnsAvailable && shuttleMapId == nukeops.NukiePlanet) continue; // 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, // and there are no nuclear operatives on the target station's map. nukeops.WinConditions.Add(spawnsAvailable ? WinCondition.NukiesAbandoned : WinCondition.AllNukiesDead); SetWinType(uid, WinType.CrewMajor, nukeops); } } private void OnNukeDisarm(NukeDisarmSuccessEvent ev) { CheckRoundShouldEnd(); } private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, MobStateChangedEvent ev) { if(ev.NewMobState == MobState.Dead) CheckRoundShouldEnd(); } private void OnPlayersSpawning(RulePlayerSpawningEvent ev) { var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var nukeops, out var gameRule)) { if (!GameTicker.IsGameRuleAdded(uid, gameRule)) continue; if (!SpawnMap(uid, nukeops)) { Logger.InfoS("nukies", "Failed to load map for nukeops"); continue; } // Basically copied verbatim from traitor code var playersPerOperative = nukeops.PlayersPerOperative; var maxOperatives = nukeops.MaxOperatives; // Dear lord what is happening HERE. var everyone = new List(ev.PlayerPool); var prefList = new List(); var medPrefList = new List(); var cmdrPrefList = new List(); var operatives = new List(); // The LINQ expression ReSharper keeps suggesting is completely unintelligible so I'm disabling it // ReSharper disable once ForeachCanBeConvertedToQueryUsingAnotherGetEnumerator foreach (var player in everyone) { if (!ev.Profiles.ContainsKey(player.UserId)) { continue; } var profile = ev.Profiles[player.UserId]; if (profile.AntagPreferences.Contains(nukeops.OperativeRoleProto)) { prefList.Add(player); } if (profile.AntagPreferences.Contains(nukeops.MedicRoleProto)) { medPrefList.Add(player); } if (profile.AntagPreferences.Contains(nukeops.CommanderRolePrototype)) { cmdrPrefList.Add(player); } } var numNukies = MathHelper.Clamp(ev.PlayerPool.Count / playersPerOperative, 1, maxOperatives); for (var i = 0; i < numNukies; i++) { // TODO: Please fix this if you touch it. IPlayerSession nukeOp; // Only one commander, so we do it at the start if (i == 0) { if (cmdrPrefList.Count == 0) { if (medPrefList.Count == 0) { if (prefList.Count == 0) { if (everyone.Count == 0) { Logger.InfoS("preset", "Insufficient ready players to fill up with nukeops, stopping the selection"); break; } nukeOp = _random.PickAndTake(everyone); Logger.InfoS("preset", "Insufficient preferred nukeop commanders, agents or nukies, picking at random."); } else { nukeOp = _random.PickAndTake(prefList); everyone.Remove(nukeOp); Logger.InfoS("preset", "Insufficient preferred nukeop commander or agents, picking at random from regular op list."); } } else { nukeOp = _random.PickAndTake(medPrefList); everyone.Remove(nukeOp); prefList.Remove(nukeOp); Logger.InfoS("preset", "Insufficient preferred nukeop commanders, picking an agent"); } } else { nukeOp = _random.PickAndTake(cmdrPrefList); everyone.Remove(nukeOp); prefList.Remove(nukeOp); medPrefList.Remove(nukeOp); Logger.InfoS("preset", "Selected a preferred nukeop commander."); } } else if (i == 1) { if (medPrefList.Count == 0) { if (prefList.Count == 0) { if (everyone.Count == 0) { Logger.InfoS("preset", "Insufficient ready players to fill up with nukeops, stopping the selection"); break; } nukeOp = _random.PickAndTake(everyone); Logger.InfoS("preset", "Insufficient preferred nukeop commanders, agents or nukies, picking at random."); } else { nukeOp = _random.PickAndTake(prefList); everyone.Remove(nukeOp); Logger.InfoS("preset", "Insufficient preferred nukeop commander or agents, picking at random from regular op list."); } } else { nukeOp = _random.PickAndTake(medPrefList); everyone.Remove(nukeOp); Logger.InfoS("preset", "Insufficient preferred nukeop commanders, picking an agent"); } } else { nukeOp = _random.PickAndTake(prefList); everyone.Remove(nukeOp); Logger.InfoS("preset", "Selected a preferred nukeop commander."); } operatives.Add(nukeOp); } SpawnOperatives(numNukies, operatives, false, nukeops); foreach (var session in operatives) { ev.PlayerPool.Remove(session); GameTicker.PlayerJoinGame(session); var name = session.AttachedEntity == null ? string.Empty : MetaData(session.AttachedEntity.Value).EntityName; // TODO: Fix this being able to have duplicates nukeops.OperativePlayers[name] = session; } } } private void OnPlayersGhostSpawning(EntityUid uid, NukeOperativeComponent component, GhostRoleSpawnerUsedEvent args) { var spawner = args.Spawner; if (!TryComp(spawner, out var nukeOpSpawner)) return; HumanoidCharacterProfile? profile = null; if (TryComp(args.Spawned, out ActorComponent? actor)) profile = _prefs.GetPreferences(actor.PlayerSession.UserId).SelectedCharacter as HumanoidCharacterProfile; // todo: this is kinda awful for multi-nukies foreach (var nukeops in EntityQuery()) { SetupOperativeEntity(uid, nukeOpSpawner.OperativeName, nukeOpSpawner.OperativeStartingGear, profile, nukeops); nukeops.OperativeMindPendingData.Add(uid, nukeOpSpawner.OperativeRolePrototype); } } private void OnMindAdded(EntityUid uid, NukeOperativeComponent component, MindAddedMessage args) { if (!TryComp(uid, out var mindContainerComponent) || mindContainerComponent.Mind == null) return; var mind = mindContainerComponent.Mind; foreach (var nukeops in EntityQuery()) { if (nukeops.OperativeMindPendingData.TryGetValue(uid, out var role) || !nukeops.SpawnOutpost || !nukeops.EndsRound) { role ??= nukeops.OperativeRoleProto; _mindSystem.AddRole(mind, new NukeopsRole(mind, _prototypeManager.Index(role))); nukeops.OperativeMindPendingData.Remove(uid); } if (!_mindSystem.TryGetSession(mind, out var playerSession)) return; if (nukeops.OperativePlayers.ContainsValue(playerSession)) return; var name = MetaData(uid).EntityName; nukeops.OperativePlayers.Add(name, playerSession); if (GameTicker.RunLevel != GameRunLevel.InRound) return; if (nukeops.TargetStation != null && !string.IsNullOrEmpty(Name(nukeops.TargetStation.Value))) { _chatManager.DispatchServerMessage(playerSession, Loc.GetString("nukeops-welcome", ("station", nukeops.TargetStation.Value))); // Notificate player about new role assignment _audioSystem.PlayGlobal(component.GreetSoundNotification, playerSession); } } } private bool SpawnMap(EntityUid uid, NukeopsRuleComponent? component = null) { if (!Resolve(uid, ref component)) return false; if (component.NukiePlanet != null) return true; // Map is already loaded. if (!component.SpawnOutpost) return true; var path = component.NukieOutpostMap; var shuttlePath = component.NukieShuttleMap; var mapId = _mapManager.CreateMap(); var options = new MapLoadOptions { LoadMap = true, }; if (!_map.TryLoad(mapId, path.ToString(), out var outpostGrids, options) || outpostGrids.Count == 0) { Logger.ErrorS("nukies", $"Error loading map {path} for nukies!"); return false; } // Assume the first grid is the outpost grid. component.NukieOutpost = outpostGrids[0]; // Listen I just don't want it to overlap. if (!_map.TryLoad(mapId, shuttlePath.ToString(), out var grids, new MapLoadOptions {Offset = Vector2.One * 1000f}) || !grids.Any()) { Logger.ErrorS("nukies", $"Error loading grid {shuttlePath} for nukies!"); return false; } var shuttleId = grids.First(); // Naughty, someone saved the shuttle as a map. if (Deleted(shuttleId)) { Logger.ErrorS("nukeops", $"Tried to load nukeops shuttle as a map, aborting."); _mapManager.DeleteMap(mapId); return false; } if (TryComp(shuttleId, out var shuttle)) { _shuttle.TryFTLDock(shuttleId, shuttle, component.NukieOutpost.Value); } component.NukiePlanet = mapId; component.NukieShuttle = shuttleId; return true; } private (string Name, string Role, string Gear) GetOperativeSpawnDetails(int spawnNumber, NukeopsRuleComponent component ) { string name; string role; string gear; // Spawn the Commander then Agent first. switch (spawnNumber) { case 0: name = Loc.GetString("nukeops-role-commander") + " " + _random.PickAndTake(component.OperativeNames[component.EliteNames]); role = component.CommanderRolePrototype; gear = component.CommanderStartGearPrototype; break; case 1: name = Loc.GetString("nukeops-role-agent") + " " + _random.PickAndTake(component.OperativeNames[component.NormalNames]); role = component.MedicRoleProto; gear = component.MedicStartGearPrototype; break; default: name = Loc.GetString("nukeops-role-operator") + " " + _random.PickAndTake(component.OperativeNames[component.NormalNames]); role = component.OperativeRoleProto; gear = component.OperativeStartGearPrototype; break; } return (name, role, gear); } /// /// Adds missing nuke operative components, equips starting gear and renames the entity. /// private void SetupOperativeEntity(EntityUid mob, string name, string gear, HumanoidCharacterProfile? profile, NukeopsRuleComponent component) { MetaData(mob).EntityName = name; EnsureComp(mob); if (profile != null) { _humanoidSystem.LoadProfile(mob, profile); } if (component.StartingGearPrototypes.TryGetValue(gear, out var gearPrototype)) _stationSpawningSystem.EquipStartingGear(mob, gearPrototype, profile); _npcFaction.RemoveFaction(mob, "NanoTrasen", false); _npcFaction.AddFaction(mob, "Syndicate"); } private void SpawnOperatives(int spawnCount, List sessions, bool addSpawnPoints, NukeopsRuleComponent component) { if (component.NukieOutpost == null) return; var outpostUid = component.NukieOutpost.Value; var spawns = new List(); // Forgive me for hardcoding prototypes foreach (var (_, meta, xform) in EntityManager.EntityQuery(true)) { if (meta.EntityPrototype?.ID != component.SpawnPointPrototype) continue; if (xform.ParentUid != component.NukieOutpost) continue; spawns.Add(xform.Coordinates); break; } if (spawns.Count == 0) { spawns.Add(EntityManager.GetComponent(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 < spawnCount; i++) { var spawnDetails = GetOperativeSpawnDetails(i, component); var nukeOpsAntag = _prototypeManager.Index(spawnDetails.Role); if (sessions.TryGetValue(i, out var session)) { var profile = _prefs.GetPreferences(session.UserId).SelectedCharacter as HumanoidCharacterProfile; if (!_prototypeManager.TryIndex(profile?.Species ?? SharedHumanoidAppearanceSystem.DefaultSpecies, out SpeciesPrototype? species)) { species = _prototypeManager.Index(SharedHumanoidAppearanceSystem.DefaultSpecies); } var mob = EntityManager.SpawnEntity(species.Prototype, _random.Pick(spawns)); SetupOperativeEntity(mob, spawnDetails.Name, spawnDetails.Gear, profile, component); var newMind = _mindSystem.CreateMind(session.UserId, spawnDetails.Name); _mindSystem.SetUserId(newMind, session.UserId); _mindSystem.AddRole(newMind, new NukeopsRole(newMind, nukeOpsAntag)); _mindSystem.TransferTo(newMind, mob); } else if (addSpawnPoints) { var spawnPoint = EntityManager.SpawnEntity(component.GhostSpawnPointProto, _random.Pick(spawns)); var ghostRole = EnsureComp(spawnPoint); EnsureComp(spawnPoint); ghostRole.RoleName = Loc.GetString(nukeOpsAntag.Name); ghostRole.RoleDescription = Loc.GetString(nukeOpsAntag.Objective); var nukeOpSpawner = EnsureComp(spawnPoint); nukeOpSpawner.OperativeName = spawnDetails.Name; nukeOpSpawner.OperativeRolePrototype = spawnDetails.Role; nukeOpSpawner.OperativeStartingGear = spawnDetails.Gear; } } } private void SpawnOperativesForGhostRoles(EntityUid uid, NukeopsRuleComponent? component = null) { if (!Resolve(uid, ref component)) return; if (!SpawnMap(uid, component)) { Logger.InfoS("nukies", "Failed to load map for nukeops"); return; } // Basically copied verbatim from traitor code var playersPerOperative = component.PlayersPerOperative; var maxOperatives = component.MaxOperatives; var playerPool = _playerSystem.ServerSessions.ToList(); var numNukies = MathHelper.Clamp(playerPool.Count / playersPerOperative, 1, maxOperatives); var operatives = new List(); SpawnOperatives(numNukies, operatives, true, component); } //For admins forcing someone to nukeOps. public void MakeLoneNukie(Mind.Mind mind) { if (!mind.OwnedEntity.HasValue) return; //ok hardcoded value bad but so is everything else here _mindSystem.AddRole(mind, new NukeopsRole(mind, _prototypeManager.Index("Nukeops"))); SetOutfitCommand.SetOutfit(mind.OwnedEntity.Value, "SyndicateOperativeGearFull", EntityManager); } private void OnStartAttempt(RoundStartAttemptEvent ev) { var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var nukeops, out var gameRule)) { if (!GameTicker.IsGameRuleAdded(uid, gameRule)) continue; var minPlayers = nukeops.MinPlayers; if (!ev.Forced && ev.Players.Length < minPlayers) { _chatManager.SendAdminAnnouncement(Loc.GetString("nukeops-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers))); ev.Cancel(); continue; } if (ev.Players.Length != 0) continue; _chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready")); ev.Cancel(); } } protected override void Started(EntityUid uid, NukeopsRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) { base.Started(uid, component, gameRule, args); // TODO: Loot table or something foreach (var proto in new[] { component.CommanderStartGearPrototype, component.MedicStartGearPrototype, component.OperativeStartGearPrototype }) { component.StartingGearPrototypes.Add(proto, _prototypeManager.Index(proto)); } foreach (var proto in new[] { component.EliteNames, component.NormalNames }) { component.OperativeNames.Add(proto, new List(_prototypeManager.Index(proto).Values)); } // Add pre-existing nuke operatives to the credit list. var query = EntityQuery(true); foreach (var (_, mindComp, metaData) in query) { if (!mindComp.HasMind || !_mindSystem.TryGetSession(mindComp.Mind, out var session)) continue; component.OperativePlayers.Add(metaData.EntityName, session); } if (GameTicker.RunLevel == GameRunLevel.InRound) SpawnOperativesForGhostRoles(uid, component); } }