Files
tbd-station-14/Content.Server/GameTicking/GameRules/RuleDeathMatch.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* Update outdated destructible in YAML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

116 lines
3.9 KiB
C#

using System;
using System.Threading;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameTicking;
using Content.Shared;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs.State;
using Robust.Server.Interfaces.Player;
using Robust.Server.Player;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Timer = Robust.Shared.Timers.Timer;
namespace Content.Server.GameTicking.GameRules
{
/// <summary>
/// Simple GameRule that will do a free-for-all death match.
/// Kill everybody else to win.
/// </summary>
public sealed class RuleDeathMatch : GameRule, IEntityEventSubscriber
{
private static readonly TimeSpan DeadCheckDelay = TimeSpan.FromSeconds(5);
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IGameTicker _gameTicker = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private CancellationTokenSource _checkTimerCancel;
public override void Added()
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("The game is now a death match. Kill everybody else to win!"));
_entityManager.EventBus.SubscribeEvent<DamageChangedEventArgs>(EventSource.Local, this, OnHealthChanged);
_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
}
public override void Removed()
{
base.Removed();
_entityManager.EventBus.UnsubscribeEvent<DamageChangedEventArgs>(EventSource.Local, this);
_playerManager.PlayerStatusChanged -= PlayerManagerOnPlayerStatusChanged;
}
private void OnHealthChanged(DamageChangedEventArgs message)
{
_runDelayedCheck();
}
private void _checkForWinner()
{
_checkTimerCancel = null;
if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin))
return;
IPlayerSession winner = null;
foreach (var playerSession in _playerManager.GetAllPlayers())
{
var playerEntity = playerSession.AttachedEntity;
if (playerEntity == null
|| !playerEntity.TryGetComponent(out IMobStateComponent state))
{
continue;
}
if (!state.IsAlive())
{
continue;
}
if (winner != null)
{
// Found a second person alive, nothing decided yet!
return;
}
winner = playerSession;
}
_chatManager.DispatchServerAnnouncement(winner == null
? Loc.GetString("Everybody is dead, it's a stalemate!")
: Loc.GetString("{0} wins the death match!", winner));
var restartDelay = 10;
_chatManager.DispatchServerAnnouncement(Loc.GetString("Restarting in {0} seconds.", restartDelay));
Timer.Spawn(TimeSpan.FromSeconds(restartDelay), () => _gameTicker.RestartRound());
}
private void PlayerManagerOnPlayerStatusChanged(object sender, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.Disconnected)
{
_runDelayedCheck();
}
}
private void _runDelayedCheck()
{
_checkTimerCancel?.Cancel();
_checkTimerCancel = new CancellationTokenSource();
Timer.Spawn(DeadCheckDelay, _checkForWinner, _checkTimerCancel.Token);
}
}
}