524 lines
19 KiB
C#
524 lines
19 KiB
C#
using Content.Server.Antag;
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using Content.Server.Communications;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Nuke;
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using Content.Server.NukeOps;
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using Content.Server.Popups;
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using Content.Server.Roles;
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using Content.Server.RoundEnd;
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using Content.Server.Shuttles.Events;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Station.Components;
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using Content.Server.Store.Systems;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.NPC.Components;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Nuke;
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using Content.Shared.NukeOps;
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using Content.Shared.Store;
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using Content.Shared.Tag;
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using Content.Shared.Zombies;
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using Robust.Shared.Map;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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using System.Linq;
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using Content.Shared.Store.Components;
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namespace Content.Server.GameTicking.Rules;
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public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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{
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[Dependency] private readonly AntagSelectionSystem _antag = default!;
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[Dependency] private readonly EmergencyShuttleSystem _emergency = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly StoreSystem _store = default!;
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[Dependency] private readonly TagSystem _tag = default!;
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[ValidatePrototypeId<CurrencyPrototype>]
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private const string TelecrystalCurrencyPrototype = "Telecrystal";
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[ValidatePrototypeId<TagPrototype>]
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private const string NukeOpsUplinkTagPrototype = "NukeOpsUplink";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<NukeExplodedEvent>(OnNukeExploded);
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SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRunLevelChanged);
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SubscribeLocalEvent<NukeDisarmSuccessEvent>(OnNukeDisarm);
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SubscribeLocalEvent<NukeOperativeComponent, ComponentRemove>(OnComponentRemove);
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SubscribeLocalEvent<NukeOperativeComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<NukeOperativeComponent, EntityZombifiedEvent>(OnOperativeZombified);
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SubscribeLocalEvent<NukeopsRoleComponent, GetBriefingEvent>(OnGetBriefing);
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SubscribeLocalEvent<ConsoleFTLAttemptEvent>(OnShuttleFTLAttempt);
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SubscribeLocalEvent<WarDeclaredEvent>(OnWarDeclared);
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SubscribeLocalEvent<CommunicationConsoleCallShuttleAttemptEvent>(OnShuttleCallAttempt);
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SubscribeLocalEvent<NukeopsRuleComponent, AfterAntagEntitySelectedEvent>(OnAfterAntagEntSelected);
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SubscribeLocalEvent<NukeopsRuleComponent, RuleLoadedGridsEvent>(OnRuleLoadedGrids);
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}
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protected override void Started(EntityUid uid,
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NukeopsRuleComponent component,
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GameRuleComponent gameRule,
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GameRuleStartedEvent args)
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{
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var eligible = new List<Entity<StationEventEligibleComponent, NpcFactionMemberComponent>>();
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var eligibleQuery = EntityQueryEnumerator<StationEventEligibleComponent, NpcFactionMemberComponent>();
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while (eligibleQuery.MoveNext(out var eligibleUid, out var eligibleComp, out var member))
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{
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if (!_npcFaction.IsFactionHostile(component.Faction, (eligibleUid, member)))
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continue;
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eligible.Add((eligibleUid, eligibleComp, member));
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}
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if (eligible.Count == 0)
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return;
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component.TargetStation = RobustRandom.Pick(eligible);
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}
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#region Event Handlers
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protected override void AppendRoundEndText(EntityUid uid,
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NukeopsRuleComponent component,
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GameRuleComponent gameRule,
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ref RoundEndTextAppendEvent args)
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{
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var winText = Loc.GetString($"nukeops-{component.WinType.ToString().ToLower()}");
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args.AddLine(winText);
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foreach (var cond in component.WinConditions)
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{
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var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}");
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args.AddLine(text);
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}
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args.AddLine(Loc.GetString("nukeops-list-start"));
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var antags =_antag.GetAntagIdentifiers(uid);
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foreach (var (_, sessionData, name) in antags)
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{
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args.AddLine(Loc.GetString("nukeops-list-name-user", ("name", name), ("user", sessionData.UserName)));
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}
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}
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private void OnNukeExploded(NukeExplodedEvent ev)
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{
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var query = QueryActiveRules();
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while (query.MoveNext(out var uid, out _, out var nukeops, out _))
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{
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if (ev.OwningStation != null)
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{
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if (ev.OwningStation == GetOutpost(uid))
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{
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nukeops.WinConditions.Add(WinCondition.NukeExplodedOnNukieOutpost);
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SetWinType((uid, nukeops), WinType.CrewMajor);
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continue;
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}
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if (TryComp(nukeops.TargetStation, out StationDataComponent? data))
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{
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var correctStation = false;
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foreach (var grid in data.Grids)
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{
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if (grid != ev.OwningStation)
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{
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continue;
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}
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nukeops.WinConditions.Add(WinCondition.NukeExplodedOnCorrectStation);
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SetWinType((uid, nukeops), WinType.OpsMajor);
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correctStation = true;
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}
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if (correctStation)
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continue;
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}
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nukeops.WinConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
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}
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else
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{
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nukeops.WinConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
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}
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_roundEndSystem.EndRound();
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}
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}
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private void OnRunLevelChanged(GameRunLevelChangedEvent ev)
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{
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if (ev.New is not GameRunLevel.PostRound)
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return;
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var query = QueryActiveRules();
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while (query.MoveNext(out var uid, out _, out var nukeops, out _))
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{
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OnRoundEnd((uid, nukeops));
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}
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}
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private void OnRoundEnd(Entity<NukeopsRuleComponent> ent)
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{
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// If the win condition was set to operative/crew major win, ignore.
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if (ent.Comp.WinType == WinType.OpsMajor || ent.Comp.WinType == WinType.CrewMajor)
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return;
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var nukeQuery = AllEntityQuery<NukeComponent, TransformComponent>();
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var centcomms = _emergency.GetCentcommMaps();
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while (nukeQuery.MoveNext(out var nuke, out var nukeTransform))
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{
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if (nuke.Status != NukeStatus.ARMED)
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continue;
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// UH OH
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if (nukeTransform.MapUid != null && centcomms.Contains(nukeTransform.MapUid.Value))
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{
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ent.Comp.WinConditions.Add(WinCondition.NukeActiveAtCentCom);
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SetWinType((ent, ent), WinType.OpsMajor);
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return;
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}
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if (nukeTransform.GridUid == null || ent.Comp.TargetStation == null)
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continue;
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if (!TryComp(ent.Comp.TargetStation.Value, out StationDataComponent? data))
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continue;
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foreach (var grid in data.Grids)
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{
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if (grid != nukeTransform.GridUid)
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continue;
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ent.Comp.WinConditions.Add(WinCondition.NukeActiveInStation);
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SetWinType(ent, WinType.OpsMajor);
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return;
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}
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}
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if (_antag.AllAntagsAlive(ent.Owner))
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{
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SetWinType(ent, WinType.OpsMinor);
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ent.Comp.WinConditions.Add(WinCondition.AllNukiesAlive);
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return;
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}
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ent.Comp.WinConditions.Add(_antag.AnyAliveAntags(ent.Owner)
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? WinCondition.SomeNukiesAlive
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: WinCondition.AllNukiesDead);
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var diskAtCentCom = false;
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var diskQuery = AllEntityQuery<NukeDiskComponent, TransformComponent>();
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while (diskQuery.MoveNext(out var diskUid, out _, out var transform))
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{
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diskAtCentCom = transform.MapUid != null && centcomms.Contains(transform.MapUid.Value);
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diskAtCentCom |= _emergency.IsTargetEscaping(diskUid);
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// TODO: The target station should be stored, and the nuke disk should store its original station.
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// This is fine for now, because we can assume a single station in base SS14.
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break;
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}
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// If the disk is currently at Central Command, the crew wins - just slightly.
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// This also implies that some nuclear operatives have died.
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SetWinType(ent,
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diskAtCentCom
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? WinType.CrewMinor
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: WinType.OpsMinor);
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ent.Comp.WinConditions.Add(diskAtCentCom
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? WinCondition.NukeDiskOnCentCom
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: WinCondition.NukeDiskNotOnCentCom);
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}
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private void OnNukeDisarm(NukeDisarmSuccessEvent ev)
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{
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CheckRoundShouldEnd();
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}
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private void OnComponentRemove(EntityUid uid, NukeOperativeComponent component, ComponentRemove args)
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{
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CheckRoundShouldEnd();
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}
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private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, MobStateChangedEvent ev)
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{
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if (ev.NewMobState == MobState.Dead)
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CheckRoundShouldEnd();
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}
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private void OnOperativeZombified(EntityUid uid, NukeOperativeComponent component, ref EntityZombifiedEvent args)
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{
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RemCompDeferred(uid, component);
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}
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private void OnRuleLoadedGrids(Entity<NukeopsRuleComponent> ent, ref RuleLoadedGridsEvent args)
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{
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// Check each nukie shuttle
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var query = EntityQueryEnumerator<NukeOpsShuttleComponent>();
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while (query.MoveNext(out var uid, out var shuttle))
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{
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// Check if the shuttle's mapID is the one that just got loaded for this rule
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if (Transform(uid).MapID == args.Map)
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{
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shuttle.AssociatedRule = ent;
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break;
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}
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}
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}
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private void OnShuttleFTLAttempt(ref ConsoleFTLAttemptEvent ev)
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{
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var query = QueryActiveRules();
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while (query.MoveNext(out var uid, out _, out var nukeops, out _))
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{
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if (ev.Uid != GetShuttle((uid, nukeops)))
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continue;
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if (nukeops.WarDeclaredTime != null)
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{
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var timeAfterDeclaration = Timing.CurTime.Subtract(nukeops.WarDeclaredTime.Value);
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var timeRemain = nukeops.WarNukieArriveDelay.Subtract(timeAfterDeclaration);
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if (timeRemain > TimeSpan.Zero)
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{
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ev.Cancelled = true;
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ev.Reason = Loc.GetString("war-ops-infiltrator-unavailable",
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("time", timeRemain.ToString("mm\\:ss")));
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continue;
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}
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}
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nukeops.LeftOutpost = true;
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}
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}
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private void OnShuttleCallAttempt(ref CommunicationConsoleCallShuttleAttemptEvent ev)
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{
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var query = QueryActiveRules();
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while (query.MoveNext(out _, out _, out var nukeops, out _))
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{
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// Can't call while war nukies are preparing to arrive
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if (nukeops is { WarDeclaredTime: not null })
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{
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// Nukies must wait some time after declaration of war to get on the station
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var warTime = Timing.CurTime.Subtract(nukeops.WarDeclaredTime.Value);
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if (warTime < nukeops.WarEvacShuttleDisabled)
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{
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ev.Cancelled = true;
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ev.Reason = Loc.GetString("war-ops-shuttle-call-unavailable");
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return;
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}
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}
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}
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}
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private void OnWarDeclared(ref WarDeclaredEvent ev)
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{
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// TODO: this is VERY awful for multi-nukies
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var query = QueryActiveRules();
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while (query.MoveNext(out var uid, out _, out var nukeops, out _))
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{
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if (nukeops.WarDeclaredTime != null)
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continue;
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if (TryComp<RuleGridsComponent>(uid, out var grids) && Transform(ev.DeclaratorEntity).MapID != grids.Map)
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continue;
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var newStatus = GetWarCondition(nukeops, ev.Status);
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ev.Status = newStatus;
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if (newStatus == WarConditionStatus.WarReady)
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{
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nukeops.WarDeclaredTime = Timing.CurTime;
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var timeRemain = nukeops.WarNukieArriveDelay + Timing.CurTime;
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ev.DeclaratorEntity.Comp.ShuttleDisabledTime = timeRemain;
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DistributeExtraTc((uid, nukeops));
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}
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}
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}
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#endregion Event Handlers
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/// <summary>
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/// Returns conditions for war declaration
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/// </summary>
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public WarConditionStatus GetWarCondition(NukeopsRuleComponent nukieRule, WarConditionStatus? oldStatus)
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{
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if (!nukieRule.CanEnableWarOps)
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return WarConditionStatus.NoWarUnknown;
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if (EntityQuery<NukeopsRoleComponent>().Count() < nukieRule.WarDeclarationMinOps)
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return WarConditionStatus.NoWarSmallCrew;
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if (nukieRule.LeftOutpost)
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return WarConditionStatus.NoWarShuttleDeparted;
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if (oldStatus == WarConditionStatus.YesWar)
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return WarConditionStatus.WarReady;
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return WarConditionStatus.YesWar;
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}
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private void DistributeExtraTc(Entity<NukeopsRuleComponent> nukieRule)
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{
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var enumerator = EntityQueryEnumerator<StoreComponent>();
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while (enumerator.MoveNext(out var uid, out var component))
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{
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if (!_tag.HasTag(uid, NukeOpsUplinkTagPrototype))
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continue;
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if (GetOutpost(nukieRule.Owner) is not { } outpost)
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continue;
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if (Transform(uid).MapID != Transform(outpost).MapID) // Will receive bonus TC only on their start outpost
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continue;
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_store.TryAddCurrency(new() { { TelecrystalCurrencyPrototype, nukieRule.Comp.WarTcAmountPerNukie } }, uid, component);
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var msg = Loc.GetString("store-currency-war-boost-given", ("target", uid));
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_popupSystem.PopupEntity(msg, uid);
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}
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}
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private void SetWinType(Entity<NukeopsRuleComponent> ent, WinType type, bool endRound = true)
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{
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ent.Comp.WinType = type;
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if (endRound && (type == WinType.CrewMajor || type == WinType.OpsMajor))
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_roundEndSystem.EndRound();
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}
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private void CheckRoundShouldEnd()
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{
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var query = QueryActiveRules();
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while (query.MoveNext(out var uid, out _, out var nukeops, out _))
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{
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CheckRoundShouldEnd((uid, nukeops));
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}
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}
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private void CheckRoundShouldEnd(Entity<NukeopsRuleComponent> ent)
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{
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var nukeops = ent.Comp;
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if (nukeops.RoundEndBehavior == RoundEndBehavior.Nothing || nukeops.WinType == WinType.CrewMajor || nukeops.WinType == WinType.OpsMajor)
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return;
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// If there are any nuclear bombs that are active, immediately return. We're not over yet.
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foreach (var nuke in EntityQuery<NukeComponent>())
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{
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if (nuke.Status == NukeStatus.ARMED)
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return;
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}
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var shuttle = GetShuttle((ent, ent));
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MapId? shuttleMapId = Exists(shuttle)
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? Transform(shuttle.Value).MapID
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: null;
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MapId? targetStationMap = null;
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if (nukeops.TargetStation != null && TryComp(nukeops.TargetStation, out StationDataComponent? data))
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{
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var grid = data.Grids.FirstOrNull();
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targetStationMap = grid != null
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? Transform(grid.Value).MapID
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: null;
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}
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// Check if there are nuke operatives still alive on the same map as the shuttle,
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// or on the same map as the station.
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// If there are, the round can continue.
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var operatives = EntityQuery<NukeOperativeComponent, MobStateComponent, TransformComponent>(true);
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var operativesAlive = operatives
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.Where(op =>
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op.Item3.MapID == shuttleMapId
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|| op.Item3.MapID == targetStationMap)
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.Any(op => op.Item2.CurrentState == MobState.Alive && op.Item1.Running);
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if (operativesAlive)
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return; // There are living operatives than can access the shuttle, or are still on the station's map.
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// Check that there are spawns available and that they can access the shuttle.
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var spawnsAvailable = EntityQuery<NukeOperativeSpawnerComponent>(true).Any();
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if (spawnsAvailable && CompOrNull<RuleGridsComponent>(ent)?.Map == shuttleMapId)
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return; // Ghost spawns can still access the shuttle. Continue the round.
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// The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives,
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// and there are no nuclear operatives on the target station's map.
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nukeops.WinConditions.Add(spawnsAvailable
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? WinCondition.NukiesAbandoned
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: WinCondition.AllNukiesDead);
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SetWinType(ent, WinType.CrewMajor, false);
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_roundEndSystem.DoRoundEndBehavior(nukeops.RoundEndBehavior,
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nukeops.EvacShuttleTime,
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nukeops.RoundEndTextSender,
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nukeops.RoundEndTextShuttleCall,
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nukeops.RoundEndTextAnnouncement);
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// prevent it called multiple times
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nukeops.RoundEndBehavior = RoundEndBehavior.Nothing;
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}
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private void OnAfterAntagEntSelected(Entity<NukeopsRuleComponent> ent, ref AfterAntagEntitySelectedEvent args)
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{
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var target = (ent.Comp.TargetStation is not null) ? Name(ent.Comp.TargetStation.Value) : "the target";
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_antag.SendBriefing(args.Session,
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Loc.GetString("nukeops-welcome",
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("station", target),
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("name", Name(ent))),
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Color.Red,
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ent.Comp.GreetSoundNotification);
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}
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private void OnGetBriefing(Entity<NukeopsRoleComponent> role, ref GetBriefingEvent args)
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{
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// TODO Different character screen briefing for the 3 nukie types
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args.Append(Loc.GetString("nukeops-briefing"));
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}
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/// <remarks>
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/// Is this method the shitty glue holding together the last of my sanity? yes.
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/// Do i have a better solution? not presently.
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/// </remarks>
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private EntityUid? GetOutpost(Entity<RuleGridsComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp, false))
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return null;
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return ent.Comp.MapGrids.Where(e => !HasComp<NukeOpsShuttleComponent>(e)).FirstOrNull();
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}
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/// <remarks>
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/// Is this method the shitty glue holding together the last of my sanity? yes.
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/// Do i have a better solution? not presently.
|
|
/// </remarks>
|
|
private EntityUid? GetShuttle(Entity<NukeopsRuleComponent?> ent)
|
|
{
|
|
if (!Resolve(ent, ref ent.Comp, false))
|
|
return null;
|
|
|
|
var query = EntityQueryEnumerator<NukeOpsShuttleComponent>();
|
|
while (query.MoveNext(out var uid, out var comp))
|
|
{
|
|
if (comp.AssociatedRule == ent.Owner)
|
|
return uid;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|