* 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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
185 lines
6.3 KiB
C#
185 lines
6.3 KiB
C#
using System;
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using System.Threading;
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using Content.Server.GameObjects.Components.Suspicion;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Mobs.Roles.Suspicion;
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using Content.Server.Players;
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using Content.Shared;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameTicking.GameRules
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{
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/// <summary>
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/// Simple GameRule that will do a free-for-all death match.
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/// Kill everybody else to win.
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/// </summary>
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public sealed class RuleSuspicion : GameRule, IEntityEventSubscriber
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{
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private static readonly TimeSpan DeadCheckDelay = TimeSpan.FromSeconds(1);
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IGameTicker _gameTicker = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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private readonly CancellationTokenSource _checkTimerCancel = new();
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private CancellationTokenSource _maxTimerCancel = new();
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public TimeSpan RoundMaxTime { get; set; } = TimeSpan.FromSeconds(CCVars.SuspicionMaxTimeSeconds.DefaultValue);
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public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
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public override void Added()
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{
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RoundMaxTime = TimeSpan.FromSeconds(_cfg.GetCVar(CCVars.SuspicionMaxTimeSeconds));
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_chatManager.DispatchServerAnnouncement(Loc.GetString("There are traitors on the station! Find them, and kill them!"));
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bool Predicate(IPlayerSession session) => session.ContentData()?.Mind?.HasRole<SuspicionTraitorRole>() ?? false;
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EntitySystem.Get<AudioSystem>().PlayGlobal("/Audio/Misc/tatoralert.ogg", AudioParams.Default, Predicate);
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EntitySystem.Get<DoorSystem>().AccessType = DoorSystem.AccessTypes.AllowAllNoExternal;
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Timer.SpawnRepeating(DeadCheckDelay, CheckWinConditions, _checkTimerCancel.Token);
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_gameTicker.OnRunLevelChanged += RunLevelChanged;
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}
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public override void Removed()
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{
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base.Removed();
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_gameTicker.OnRunLevelChanged -= RunLevelChanged;
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EntitySystem.Get<DoorSystem>().AccessType = DoorSystem.AccessTypes.Id;
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_checkTimerCancel.Cancel();
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}
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public void RestartTimer()
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{
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_maxTimerCancel.Cancel();
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_maxTimerCancel = new CancellationTokenSource();
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Timer.Spawn(RoundMaxTime, TimerFired, _maxTimerCancel.Token);
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}
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public void StopTimer()
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{
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_maxTimerCancel.Cancel();
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}
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private void TimerFired()
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("Time has run out for the traitors!"));
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EndRound(Victory.Innocents);
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}
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private void RunLevelChanged(GameRunLevelChangedEventArgs args)
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{
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switch (args.NewRunLevel)
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{
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case GameRunLevel.InRound:
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RestartTimer();
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break;
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case GameRunLevel.PreRoundLobby:
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case GameRunLevel.PostRound:
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StopTimer();
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break;
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}
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}
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private void CheckWinConditions()
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{
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if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin))
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return;
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var traitorsAlive = 0;
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var innocentsAlive = 0;
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foreach (var playerSession in _playerManager.GetAllPlayers())
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{
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if (playerSession.AttachedEntity == null
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|| !playerSession.AttachedEntity.TryGetComponent(out IMobStateComponent mobState)
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|| !playerSession.AttachedEntity.HasComponent<SuspicionRoleComponent>())
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{
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continue;
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}
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if (!mobState.IsAlive())
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{
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continue;
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}
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var mind = playerSession.ContentData()?.Mind;
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if (mind != null && mind.HasRole<SuspicionTraitorRole>())
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traitorsAlive++;
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else
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innocentsAlive++;
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}
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if (innocentsAlive + traitorsAlive == 0)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("Everybody is dead, it's a stalemate!"));
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EndRound(Victory.Stalemate);
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}
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else if (traitorsAlive == 0)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("The traitors are dead! The innocents win."));
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EndRound(Victory.Innocents);
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}
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else if (innocentsAlive == 0)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("The innocents are dead! The traitors win."));
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EndRound(Victory.Traitors);
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}
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}
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private enum Victory
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{
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Stalemate,
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Innocents,
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Traitors
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}
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private void EndRound(Victory victory)
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{
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string text;
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switch (victory)
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{
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case Victory.Innocents:
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text = Loc.GetString("The innocents have won!");
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break;
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case Victory.Traitors:
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text = Loc.GetString("The traitors have won!");
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break;
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default:
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text = Loc.GetString("Nobody wins!");
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break;
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}
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_gameTicker.EndRound(text);
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_chatManager.DispatchServerAnnouncement(Loc.GetString("Restarting in {0} seconds.", (int) RoundEndDelay.TotalSeconds));
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_checkTimerCancel.Cancel();
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Timer.Spawn(RoundEndDelay, () => _gameTicker.RestartRound());
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}
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}
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}
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