using System.Linq; using Content.Server.CharacterAppearance.Components; using Content.Server.Chat.Managers; using Content.Server.GameTicking.Rules.Components; using Content.Server.GameTicking.Rules.Configurations; using Content.Server.Ghost.Roles.Components; using Content.Server.Ghost.Roles.Events; using Content.Server.Mind.Components; using Content.Server.Nuke; using Content.Server.RoundEnd; using Content.Server.Shuttles.Components; using Content.Server.Shuttles.Systems; using Content.Server.Spawners.Components; using Content.Server.Station.Systems; using Content.Shared.MobState; using Content.Shared.Dataset; using Content.Shared.Roles; using Robust.Server.Maps; using Robust.Server.Player; using Robust.Shared.Map; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Utility; using Content.Server.Traitor; using Content.Shared.MobState.Components; using Robust.Shared.Audio; using Robust.Shared.Player; 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 IChatManager _chatManager = default!; [Dependency] private readonly IMapLoader _mapLoader = default!; [Dependency] private readonly IMapManager _mapManager = default!; [Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!; [Dependency] private readonly RoundEndSystem _roundEndSystem = default!; [Dependency] private readonly IPlayerManager _playerSystem = default!; [Dependency] private readonly SharedAudioSystem _audioSystem = default!; private bool _opsWon; private MapId? _nukiePlanet; private EntityUid? _nukieOutpost; private EntityUid? _nukieShuttle; public override string Prototype => "Nukeops"; private NukeopsRuleConfiguration _nukeopsRuleConfig = new(); /// /// Cached starting gear prototypes. /// private readonly Dictionary _startingGearPrototypes = new (); /// /// Cached operator name prototypes. /// private readonly Dictionary> _operativeNames = new(); /// /// Data to be used in for an operative once the Mind has been added. /// private readonly Dictionary _operativeMindPendingData = new(); /// /// Players who played as an operative at some point in the round. /// private readonly HashSet _operativePlayers = new(); public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnStartAttempt); SubscribeLocalEvent(OnPlayersSpawning); SubscribeLocalEvent(OnMobStateChanged); SubscribeLocalEvent(OnRoundEndText); SubscribeLocalEvent(OnNukeExploded); SubscribeLocalEvent(OnPlayersGhostSpawning); SubscribeLocalEvent(OnMindAdded); SubscribeLocalEvent(OnComponentInit); SubscribeLocalEvent(OnComponentRemove); } private void OnComponentInit(EntityUid uid, NukeOperativeComponent component, ComponentInit args) { // If entity has a prior mind attached, add them to the players list. if (!TryComp(uid, out var mindComponent) || !RuleAdded) return; var session = mindComponent.Mind?.Session; if (session != null) _operativePlayers.Add(session); } private void OnComponentRemove(EntityUid uid, NukeOperativeComponent component, ComponentRemove args) { CheckRoundShouldEnd(); } private void OnNukeExploded(NukeExplodedEvent ev) { if (!RuleAdded) return; _opsWon = true; _roundEndSystem.EndRound(); } private void OnRoundEndText(RoundEndTextAppendEvent ev) { if (!RuleAdded) return; ev.AddLine(_opsWon ? Loc.GetString("nukeops-ops-won") : Loc.GetString("nukeops-crew-won")); ev.AddLine(Loc.GetString("nukeops-list-start")); foreach (var nukeop in _operativePlayers) { ev.AddLine($"- {nukeop.Name}"); } } private void CheckRoundShouldEnd() { if (!RuleAdded) return; MapId? shuttleMapId = EntityManager.EntityExists(_nukieShuttle) ? Transform(_nukieShuttle!.Value).MapID : null; // Check if there are nuke operatives still alive on the same map as the shuttle. // If there are, the round can continue. var operatives = EntityQuery(true); var operativesAlive = operatives .Where(ent => ent.Item3.MapID == shuttleMapId) .Any(ent => ent.Item2.CurrentState == DamageState.Alive && ent.Item1.Running); if (operativesAlive) return; // There are living operatives than can access the shuttle. // Check that there are spawns available and that they can access the shuttle. var spawnsAvailable = EntityQuery(true).Any(); if (spawnsAvailable && shuttleMapId == _nukiePlanet) return; // 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. _roundEndSystem.EndRound(); } private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, MobStateChangedEvent ev) { if(ev.CurrentMobState == DamageState.Dead) CheckRoundShouldEnd(); } private void OnPlayersSpawning(RulePlayerSpawningEvent ev) { if (!RuleAdded) return; // Basically copied verbatim from traitor code var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative; var maxOperatives = _nukeopsRuleConfig.MaxOperatives; var everyone = new List(ev.PlayerPool); var prefList = 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(_nukeopsRuleConfig.OperativeRoleProto)) { prefList.Add(player); } if (profile.AntagPreferences.Contains(_nukeopsRuleConfig.CommanderRolePrototype)) { cmdrPrefList.Add(player); } } var numNukies = MathHelper.Clamp(ev.PlayerPool.Count / playersPerOperative, 1, maxOperatives); for (var i = 0; i < numNukies; i++) { IPlayerSession nukeOp; // Only one commander, so we do it at the start if (i == 0) { if (cmdrPrefList.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 or nukies, picking at random."); } else { nukeOp = _random.PickAndTake(prefList); everyone.Remove(nukeOp); Logger.InfoS("preset", "Insufficient preferred nukeop commanders, picking at random from regular op list."); } } else { nukeOp = _random.PickAndTake(cmdrPrefList); everyone.Remove(nukeOp); prefList.Remove(nukeOp); Logger.InfoS("preset", "Selected a preferred nukeop commander."); } } else { 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 nukeops, picking at random."); } else { nukeOp = _random.PickAndTake(prefList); everyone.Remove(nukeOp); Logger.InfoS("preset", "Selected a preferred nukeop."); } } operatives.Add(nukeOp); } SpawnOperatives(numNukies, operatives, false); foreach(var session in operatives) { ev.PlayerPool.Remove(session); GameTicker.PlayerJoinGame(session); _operativePlayers.Add(session); } if (_nukeopsRuleConfig.GreetSound == null) return; _audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, Filter.Empty().AddPlayers(operatives), AudioParams.Default); } private void OnPlayersGhostSpawning(EntityUid uid, NukeOperativeComponent component, GhostRoleSpawnerUsedEvent args) { var spawner = args.Spawner; if (!TryComp(spawner, out var nukeOpSpawner)) return; SetupOperativeEntity(uid, nukeOpSpawner.OperativeName, nukeOpSpawner.OperativeStartingGear); _operativeMindPendingData.Add(uid, nukeOpSpawner.OperativeRolePrototype); } private void OnMindAdded(EntityUid uid, NukeOperativeComponent component, MindAddedMessage args) { if (!TryComp(uid, out var mindComponent) || mindComponent.Mind == null) return; var mind = mindComponent.Mind; if (_operativeMindPendingData.TryGetValue(uid, out var role)) { mind.AddRole(new TraitorRole(mind, _prototypeManager.Index(role))); _operativeMindPendingData.Remove(uid); } if (!mind.TryGetSession(out var playerSession)) return; _operativePlayers.Add(playerSession); if (_nukeopsRuleConfig.GreetSound != null) _audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, Filter.Empty().AddPlayer(playerSession), AudioParams.Default); } private bool SpawnMap() { if (_nukiePlanet != null) return true; // Map is already loaded. var path = _nukeopsRuleConfig.NukieOutpostMap; var shuttlePath = _nukeopsRuleConfig.NukieShuttleMap; if (path == null) { Logger.ErrorS("nukies", "No station map specified for nukeops!"); return false; } if (shuttlePath == null) { Logger.ErrorS("nukies", "No shuttle map specified for nukeops!"); return false; } var mapId = _mapManager.CreateMap(); var (_, outpostGrids) = _mapLoader.LoadMap(mapId, path.ToString()); if (outpostGrids.Count == 0) { Logger.ErrorS("nukies", $"Error loading map {path} for nukies!"); return false; } // Assume the first grid is the outpost grid. _nukieOutpost = outpostGrids[0]; // Listen I just don't want it to overlap. var (_, shuttleId) = _mapLoader.LoadGrid(mapId, shuttlePath.ToString(), new MapLoadOptions() { Offset = Vector2.One * 1000f, }); // 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)) { IoCManager.Resolve().GetEntitySystem().TryFTLDock(shuttle, _nukieOutpost.Value); } _nukiePlanet = mapId; _nukieShuttle = shuttleId; return true; } private (string Name, string Role, string Gear) GetOperativeSpawnDetails(int spawnNumber) { string name; string role; string gear; // Spawn the Commander then Agent first. switch (spawnNumber) { case 0: name = $"Commander " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.EliteNames]); role = _nukeopsRuleConfig.CommanderRolePrototype; gear = _nukeopsRuleConfig.CommanderStartGearPrototype; break; case 1: name = $"Agent " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.NormalNames]); role = _nukeopsRuleConfig.OperativeRoleProto; gear = _nukeopsRuleConfig.MedicStartGearPrototype; break; default: name = $"Operator " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.NormalNames]); role = _nukeopsRuleConfig.OperativeRoleProto; gear = _nukeopsRuleConfig.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) { EntityManager.GetComponent(mob).EntityName = name; EntityManager.EnsureComponent(mob); EntityManager.EnsureComponent(mob); if(_startingGearPrototypes.TryGetValue(gear, out var gearPrototype)) _stationSpawningSystem.EquipStartingGear(mob, gearPrototype, null); } private void SpawnOperatives(int spawnCount, List sessions, bool addSpawnPoints) { if (_nukieOutpost == null) return; var outpostUid = _nukieOutpost.Value; var spawns = new List(); // Forgive me for hardcoding prototypes foreach (var (_, meta, xform) in EntityManager.EntityQuery(true)) { if (meta.EntityPrototype?.ID != _nukeopsRuleConfig.SpawnPointPrototype) continue; if (xform.ParentUid != _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); var nukeOpsAntag = _prototypeManager.Index(spawnDetails.Role); if (sessions.TryGetValue(i, out var session)) { var mob = EntityManager.SpawnEntity(_nukeopsRuleConfig.SpawnEntityPrototype, _random.Pick(spawns)); SetupOperativeEntity(mob, spawnDetails.Name, spawnDetails.Gear); var newMind = new Mind.Mind(session.UserId) { CharacterName = spawnDetails.Name }; newMind.ChangeOwningPlayer(session.UserId); newMind.AddRole(new TraitorRole(newMind, nukeOpsAntag)); newMind.TransferTo(mob); } else if (addSpawnPoints) { var spawnPoint = EntityManager.SpawnEntity(_nukeopsRuleConfig.GhostSpawnPointProto, _random.Pick(spawns)); var spawner = EnsureComp(spawnPoint); spawner.RoleName = nukeOpsAntag.Name; spawner.RoleDescription = nukeOpsAntag.Objective; var nukeOpSpawner = EnsureComp(spawnPoint); nukeOpSpawner.OperativeName = spawnDetails.Name; nukeOpSpawner.OperativeRolePrototype = spawnDetails.Role; nukeOpSpawner.OperativeStartingGear = spawnDetails.Gear; } } } private void SpawnOperativesForGhostRoles() { // Basically copied verbatim from traitor code var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative; var maxOperatives = _nukeopsRuleConfig.MaxOperatives; var playerPool = _playerSystem.ServerSessions.ToList(); var numNukies = MathHelper.Clamp(playerPool.Count / playersPerOperative, 1, maxOperatives); var operatives = new List(); SpawnOperatives(numNukies, operatives, true); } //For admins forcing someone to nukeOps. public void MakeLoneNukie(Mind.Mind mind) { if (!mind.OwnedEntity.HasValue) return; mind.AddRole(new TraitorRole(mind, _prototypeManager.Index(_nukeopsRuleConfig.OperativeRoleProto))); _stationSpawningSystem.EquipStartingGear(mind.OwnedEntity.Value, _prototypeManager.Index("SyndicateOperativeGearFull"), null); } private void OnStartAttempt(RoundStartAttemptEvent ev) { if (!RuleAdded) return; var minPlayers = _nukeopsRuleConfig.MinPlayers; if (!ev.Forced && ev.Players.Length < minPlayers) { _chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers))); ev.Cancel(); return; } if (ev.Players.Length != 0) return; _chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready")); ev.Cancel(); } public override void Started() { _opsWon = false; _nukieOutpost = null; _nukiePlanet = null; _startingGearPrototypes.Clear(); _operativeNames.Clear(); _operativeMindPendingData.Clear(); _operativePlayers.Clear(); if (Configuration is not NukeopsRuleConfiguration) return; // TODO: Loot table or something foreach (var proto in new[] { _nukeopsRuleConfig.CommanderStartGearPrototype, _nukeopsRuleConfig.MedicStartGearPrototype, _nukeopsRuleConfig.OperativeStartGearPrototype }) { _startingGearPrototypes.Add(proto, _prototypeManager.Index(proto)); } foreach (var proto in new[] { _nukeopsRuleConfig.EliteNames, _nukeopsRuleConfig.NormalNames }) { _operativeNames.Add(proto, new List(_prototypeManager.Index(proto).Values)); } if (!SpawnMap()) { Logger.InfoS("nukies", "Failed to load map for nukeops"); return; } // Add pre-existing nuke operatives to the credit list. var query = EntityQuery(true); foreach (var (_, mindComp) in query) { if (mindComp.Mind?.TryGetSession(out var session) == true) _operativePlayers.Add(session); } if (GameTicker.RunLevel == GameRunLevel.InRound) SpawnOperativesForGhostRoles(); } public override void Ended() { } }