Files
tbd-station-14/Content.Server/GameObjects/Components/Suspicion/SuspicionRoleComponent.cs
DrSmugleaf 02bca4c0d8 Damage rework (#2525)
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable

* Copy sound logic to destructible component for now

* Fix typo

* Fix prototype error

* Remove breakable component damageable reference

* Remove breakable construction reference

* Remove ruinable component

* Move thresholds to individual components and away from damageable

* Add threshold property to damageable component code

* Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states

* Being alive isn't normal

* Fix not reading the id

* Merge fixes

* YAML fixes

* Grammar moment

* Remove unnecessary dependency

* Update thresholds doc

* Change naming of thresholds to states in MobStateComponent

* Being alive is once again normal

* Make DamageState a byte

* Bring out classes structs and enums from DestructibleComponent

* Add test for destructible thresholds

* Merge fixes

* More merge fixes and fix rejuvenate test

* Remove IMobState.IsConscious

* More merge fixes someone please god review this shit already

* Fix rejuvenate test

* Update outdated destructible in YAML

* Fix repeatedly entering the current state

* Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test

* Update saltern
2020-12-07 14:52:55 +01:00

241 lines
6.7 KiB
C#

#nullable enable
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Mobs;
using Content.Server.Mobs.Roles;
using Content.Server.Mobs.Roles.Suspicion;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs.State;
using Content.Shared.GameObjects.Components.Suspicion;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Suspicion
{
[RegisterComponent]
public class SuspicionRoleComponent : SharedSuspicionRoleComponent, IExamine
{
private Role? _role;
private readonly HashSet<SuspicionRoleComponent> _allies = new();
[ViewVariables]
public Role? Role
{
get => _role;
set
{
if (_role == value)
{
return;
}
_role = value;
Dirty();
var suspicionRoleSystem = EntitySystem.Get<SuspicionRoleSystem>();
if (value == null || !value.Antagonist)
{
ClearAllies();
suspicionRoleSystem.RemoveTraitor(this);
}
else if (value.Antagonist)
{
SetAllies(suspicionRoleSystem.Traitors);
suspicionRoleSystem.AddTraitor(this);
}
}
}
[ViewVariables] public bool KnowsAllies => IsTraitor();
public bool IsDead()
{
return Owner.TryGetComponent(out IMobStateComponent? state) &&
state.IsDead();
}
public bool IsInnocent()
{
return Owner.TryGetComponent(out MindComponent? mind) &&
mind.HasMind &&
mind.Mind!.HasRole<SuspicionInnocentRole>();
}
public bool IsTraitor()
{
return Owner.TryGetComponent(out MindComponent? mind) &&
mind.HasMind &&
mind.Mind!.HasRole<SuspicionTraitorRole>();
}
public void SyncRoles()
{
if (!Owner.TryGetComponent(out MindComponent? mind) ||
!mind.HasMind)
{
return;
}
Role = mind.Mind!.AllRoles.First(role => role is SuspicionRole);
}
public void AddAlly(SuspicionRoleComponent ally)
{
if (ally == this)
{
return;
}
_allies.Add(ally);
if (KnowsAllies && Owner.TryGetComponent(out IActorComponent? actor))
{
var channel = actor.playerSession.ConnectedClient;
DebugTools.AssertNotNull(channel);
var message = new SuspicionAllyAddedMessage(ally.Owner.Uid);
SendNetworkMessage(message, channel);
}
}
public bool RemoveAlly(SuspicionRoleComponent ally)
{
if (ally == this)
{
return false;
}
if (_allies.Remove(ally))
{
if (KnowsAllies && Owner.TryGetComponent(out IActorComponent? actor))
{
var channel = actor.playerSession.ConnectedClient;
DebugTools.AssertNotNull(channel);
var message = new SuspicionAllyRemovedMessage(ally.Owner.Uid);
SendNetworkMessage(message, channel);
}
return true;
}
return false;
}
public void SetAllies(IEnumerable<SuspicionRoleComponent> allies)
{
_allies.Clear();
foreach (var ally in allies)
{
if (ally == this)
{
continue;
}
_allies.Add(ally);
}
if (!KnowsAllies ||
!Owner.TryGetComponent(out IActorComponent? actor))
{
return;
}
var channel = actor.playerSession.ConnectedClient;
DebugTools.AssertNotNull(channel);
var message = new SuspicionAlliesMessage(_allies.Select(role => role.Owner.Uid));
SendNetworkMessage(message, channel);
}
public void ClearAllies()
{
_allies.Clear();
if (!KnowsAllies ||
!Owner.TryGetComponent(out IActorComponent? actor))
{
return;
}
var channel = actor.playerSession.ConnectedClient;
DebugTools.AssertNotNull(channel);
var message = new SuspicionAlliesClearedMessage();
SendNetworkMessage(message, channel);
}
void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
{
if (!IsDead())
{
return;
}
var traitor = IsTraitor();
var color = traitor ? "red" : "green";
var role = traitor ? "traitor" : "innocent";
var article = traitor ? "a" : "an";
var tooltip = Loc.GetString("They were {0} [color={1}]{2}[/color]!", Loc.GetString(article), color,
Loc.GetString(role));
message.AddMarkup(tooltip);
}
public override void OnRemove()
{
Role = null;
base.OnRemove();
}
public override ComponentState GetComponentState()
{
return Role == null
? new SuspicionRoleComponentState(null, null)
: new SuspicionRoleComponentState(Role?.Name, Role?.Antagonist);
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
if (message is not RoleMessage msg ||
msg.Role is not SuspicionRole role)
{
return;
}
switch (message)
{
case PlayerAttachedMsg _:
case PlayerDetachedMsg _:
SyncRoles();
break;
case RoleAddedMessage _:
Role = role;
break;
case RoleRemovedMessage _:
Role = null;
break;
}
}
}
}