* add mothership module * option for mothership to open self UI * fix mothership module * remove mothership body * swapp real hands for modules * action sprite for mothership module * removed hands from mothership core sprite * xenoborgs now drop a pinpointer to the mothership core once destroyed * add pinpointer to space movment module * add base for XenoborgRule * add xenoborg antag option * something was needed * something else was needed * add ghost role spawn points * change name in antag selection to Xenoborg Core * add random spawnPoint markers that don't do anything * add spawn points to mothership * update spawn points * add xenoborgs rule * add xenoborgs rule to rotation * add xenoborgs preset * update preset with secret version also added xenoborg mode description * modify Antag Selection system to allow for custom entities via the AntagSelectionDefinition * fix ghostroles spawners * fix rule with new entityPrototype * add spawnpoints to the mothership * whitelist system to spawnpoints * updated xenoborg components * added xenoborg component to xenoborgs * updated spawnpoints of xenoborgs in the mothership * add new tags for xenoborg and mothership core * add new tags for xenoborgs and mothership core * update ghostrole spawners for xenoborgs * message for when you get the xenoborg role * explode all xenoborgs when mothership core dies * for real now. explode all xenoborgs when mothership core is destroyed * round end summary for xenoborgs * temporary * add guidebook entry for xenoborgs * instructions on how to borg players * removed lock from xenoborg control computer * announcement when all xenoborgs die * announcement when mothership core is destroyed * typos * fix error * improve xenoborg mind role * move sounds to xenoborg and mothership component * play sounds when turned into xenoborg * change sprites of mothership core actions * minor fix * add custom xenoborg start sound * carps now attack xenoborgs * added guide link to xenoborgs * add guidebook link to xenoborgs * added guidebook link to mothership core * add link to source of the sound * fixed minor issue * has to be 1 * typo * add light layer to mothership core sprite * fixed antag selection system * update guideboook * update the guidebook again * alphabet * documentation * simplify documentation Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> * make the briefing yml instead of code * fix bug with sprites * fix formating * remove stuff from AntagSelection * add stuff to AntagSpawner * fix game rule * removed secret xenoborg preset * support for more than one entity for each antag role * fix gamerule * fixes * no xeonborgs * add xenoborgs to all at once * engi xenoborg included * more comments * more recognizable * more xenoborgs when more players * removed unused stuff * correct access * removed unnecessary stuff * use GetAliveHumans and make comments better * Make the system more robust * use a constant * remove overload from the Destroy method * has to be public to be used in the xenoborg system * fix the mindrole methods * not sure, but I was asked to do it * use a constant for the color * forgot to make it static * removed param comments * removed useless parameters * fixed stuff * added event listeneers to xenoborg mind change * only 4 * unfuck the antagSpawner * comment * unfix stuff * commentary * removed xenoborg stuff from siliconLawSystem * move some stuff to the component * removed space * removed uncessary stuff * no need to crate a var * move stuff from mothership comp to xenoborg comp * removed XenoborgCoreRoleComponent * comment on the AntagSelectLocationEvent * added back empty line * comment * make the summary better * make AntagRoleToPrototypes summary better * adding useless stuff back cause it was there before * hascomp instead of trycomp * again * LocId instead of string * make a new logic for the whitelist of the spawnpoint * added ghostrole tags back * use hascomp instead of trycomp * removed whitelist from SpawnPointComponent * not needed anymore * no longer subverted * fixed names * make it better * add not * i'm dumb * briefing is now handled by the xenoborg system * call evac if there is too many xenoborgs * update submodule * fix division * Add AutoGenerateComponentPause and AutoPausedField to XenoborgsRuleComponent * add lines between stuff * Make the Blocking system more robust * Make mothership inherit from BaseMob * remove this stuff cause is bad * Revert "Make the Blocking system more robust" This reverts commit 099babfe1daef00e6073e04108920327416e4ca4. * Mothership core snaps to grid * stop mothership core from moving * mothership core is static again * make guidebook entry on how to xenoborg crew better * Make mothership core damageable * If xenoborgs need it, so do zombies i guess * Start the NextRoundEndCheck * follow private static readonly naming rule * Samething * Fix announcments * Make it a datafield, no? * Revert "Make it a datafield, no?" This reverts commit 62f6255ccccdd583d7f833ae4dbcd09a670f721a. * remove stuff * doesn't need to move * is kinda of a structure * so it doesn't pry floors as soon as it spawns * powercell hand to mothership core module * label for new hand * core_e -> core-e * mothership core can pilot the shuttle again * fix duplicated tag + description to xenoborg tags * scout xenoborg can now move in space without the jetpack so it can better use the sword module * improve basic xenoborg module * remove changes from zombie rule comp * swap AllEntityQuery for EntityQueryEnumerator * new line at the end * change to 15 seconds * make MothershipCoreDeathAnnouncmentSent into a datafield --------- Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: beck-thompson <beck314159@hotmail.com>
102 lines
4.2 KiB
C#
102 lines
4.2 KiB
C#
using Content.Server.Antag;
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using Content.Server.GameTicking.Rules;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Silicons.Borgs;
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using Content.Shared.Destructible;
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using Content.Shared.Mind;
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using Content.Shared.Mind.Components;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Components;
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using Content.Shared.Silicons.Borgs.Components;
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using Content.Shared.Xenoborgs.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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namespace Content.Server.Xenoborgs;
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public sealed partial class XenoborgSystem : EntitySystem
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{
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[Dependency] private readonly AntagSelectionSystem _antag = default!;
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[Dependency] private readonly BorgSystem _borg = default!;
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[Dependency] private readonly SharedRoleSystem _roles = default!;
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[Dependency] private readonly XenoborgsRuleSystem _xenoborgsRule = default!;
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private static readonly Color XenoborgBriefingColor = Color.BlueViolet;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<XenoborgComponent, DestructionEventArgs>(OnXenoborgDestroyed);
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SubscribeLocalEvent<MothershipCoreComponent, DestructionEventArgs>(OnCoreDestroyed);
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SubscribeLocalEvent<XenoborgComponent, MindAddedMessage>(OnXenoborgMindAdded);
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SubscribeLocalEvent<XenoborgComponent, MindRemovedMessage>(OnXenoborgMindRemoved);
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}
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private void OnXenoborgDestroyed(EntityUid uid, XenoborgComponent component, DestructionEventArgs args)
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{
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// if a xenoborg is destroyed, it will check to see if it was the last one
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var xenoborgQuery = AllEntityQuery<XenoborgComponent>(); // paused xenoborgs still count
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while (xenoborgQuery.MoveNext(out var xenoborg, out _))
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{
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if (xenoborg != uid)
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return;
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}
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var mothershipCoreQuery = AllEntityQuery<MothershipCoreComponent>(); // paused mothership cores still count
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var mothershipCoreAlive = mothershipCoreQuery.MoveNext(out _, out _);
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var xenoborgsRuleQuery = EntityQueryEnumerator<XenoborgsRuleComponent>();
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if (xenoborgsRuleQuery.MoveNext(out var xenoborgsRuleEnt, out var xenoborgsRuleComp))
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_xenoborgsRule.SendXenoborgDeathAnnouncement((xenoborgsRuleEnt, xenoborgsRuleComp), mothershipCoreAlive);
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}
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private void OnCoreDestroyed(EntityUid ent, MothershipCoreComponent component, DestructionEventArgs args)
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{
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// if a mothership core is destroyed, it will see if there are any others
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var mothershipCoreQuery = AllEntityQuery<MothershipCoreComponent>(); // paused mothership cores still count
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while (mothershipCoreQuery.MoveNext(out var mothershipCoreEnt, out _))
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{
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// if it finds a mothership core that is different from the one just destroyed,
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// it doesn't explode the xenoborgs
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if (mothershipCoreEnt != ent)
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return;
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}
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var xenoborgsRuleQuery = EntityQueryEnumerator<XenoborgsRuleComponent>();
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if (xenoborgsRuleQuery.MoveNext(out var xenoborgsRuleEnt, out var xenoborgsRuleComp))
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_xenoborgsRule.SendMothershipDeathAnnouncement((xenoborgsRuleEnt, xenoborgsRuleComp));
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// explode all xenoborgs
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var xenoborgQuery = AllEntityQuery<XenoborgComponent, BorgTransponderComponent>(); // paused xenoborgs still explode
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while (xenoborgQuery.MoveNext(out var xenoborgEnt, out _, out _))
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{
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if (HasComp<MothershipCoreComponent>(xenoborgEnt))
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continue;
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// I got tired to trying to make this work via the device network.
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// so brute force it is...
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_borg.Destroy(xenoborgEnt);
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}
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}
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private void OnXenoborgMindAdded(EntityUid ent, XenoborgComponent comp, MindAddedMessage args)
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{
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_roles.MindAddRole(args.Mind, comp.MindRole, silent: true);
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if (!TryComp<ActorComponent>(ent, out var actorComp))
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return;
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_antag.SendBriefing(actorComp.PlayerSession,
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Loc.GetString(comp.BriefingText),
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XenoborgBriefingColor,
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comp.BriefingSound
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);
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}
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private void OnXenoborgMindRemoved(EntityUid ent, XenoborgComponent comp, MindRemovedMessage args)
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{
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_roles.MindRemoveRole(args.Mind.Owner, comp.MindRole);
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}
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}
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