Files
tbd-station-14/Content.Server/GameTicking/Rules/RespawnRuleSystem.cs
Nemanja 161fd6c83c Mega Antag Refactor (#25786)
* Mega Antag Refactor

* last minute delta save

* more workshopping

* more shit

* ok tested this for once

* okkkkk sure

* generic delays for starting rules

* well darn

* nukies partially

* ouagh

* ballin' faded and smonkin wed

* obliterated the diff

* Spread my arms and soak up congratulations

* I've got plenty of love, but nothing to show for it

* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity

* ok this junk

* OOK!

* fubar

* most of sloth's review

* oh boy

* eek

* hell yea!

* ASDFJASDJFvsakcvjkzjnhhhyh
2024-04-25 11:31:45 +10:00

145 lines
5.2 KiB
C#

using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Components;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Station.Systems;
using Content.Shared.Chat;
using Content.Shared.Interaction.Events;
using Content.Shared.Mind;
using Content.Shared.Mobs;
using Content.Shared.Players;
using Robust.Server.Player;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
/// <summary>
/// This handles logic and interactions related to <see cref="RespawnDeadRuleComponent"/>
/// </summary>
public sealed class RespawnRuleSystem : GameRuleSystem<RespawnDeadRuleComponent>
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly StationSystem _station = default!;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SuicideEvent>(OnSuicide);
SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
}
private void OnSuicide(SuicideEvent ev)
{
if (!TryComp<ActorComponent>(ev.Victim, out var actor))
return;
var query = EntityQueryEnumerator<RespawnTrackerComponent>();
while (query.MoveNext(out _, out var respawn))
{
if (respawn.Players.Remove(actor.PlayerSession.UserId))
QueueDel(ev.Victim);
}
}
private void OnMobStateChanged(MobStateChangedEvent args)
{
if (args.NewMobState == MobState.Alive)
return;
if (!TryComp<ActorComponent>(args.Target, out var actor))
return;
var query = EntityQueryEnumerator<RespawnDeadRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out _, out var rule))
{
if (!GameTicker.IsGameRuleActive(uid, rule))
continue;
if (RespawnPlayer(args.Target, uid, actor: actor))
break;
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (_station.GetStations().FirstOrNull() is not { } station)
return;
foreach (var tracker in EntityQuery<RespawnTrackerComponent>())
{
var queue = new Dictionary<NetUserId, TimeSpan>(tracker.RespawnQueue);
foreach (var (player, time) in queue)
{
if (_timing.CurTime < time)
continue;
if (!_playerManager.TryGetSessionById(player, out var session))
continue;
if (session.GetMind() is { } mind && TryComp<MindComponent>(mind, out var mindComp) && mindComp.OwnedEntity.HasValue)
QueueDel(mindComp.OwnedEntity.Value);
GameTicker.MakeJoinGame(session, station, silent: true);
tracker.RespawnQueue.Remove(player);
}
}
}
/// <summary>
/// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
/// </summary>
public void AddToTracker(EntityUid player, EntityUid tracker, RespawnTrackerComponent? component = null, ActorComponent? actor = null)
{
if (!Resolve(tracker, ref component) || !Resolve(player, ref actor, false))
return;
AddToTracker(actor.PlayerSession.UserId, tracker, component);
}
/// <summary>
/// Adds a given player to the respawn tracker, ensuring that they are respawned if they die.
/// </summary>
public void AddToTracker(NetUserId id, EntityUid tracker, RespawnTrackerComponent? component = null)
{
if (!Resolve(tracker, ref component))
return;
component.Players.Add(id);
}
/// <summary>
/// Attempts to directly respawn a player, skipping the lobby screen.
/// </summary>
public bool RespawnPlayer(EntityUid player, EntityUid respawnTracker, RespawnTrackerComponent? component = null, ActorComponent? actor = null)
{
if (!Resolve(respawnTracker, ref component) || !Resolve(player, ref actor, false))
return false;
if (!component.Players.Contains(actor.PlayerSession.UserId) || component.RespawnQueue.ContainsKey(actor.PlayerSession.UserId))
return false;
if (component.RespawnDelay == TimeSpan.Zero)
{
if (_station.GetStations().FirstOrNull() is not { } station)
return false;
QueueDel(player);
GameTicker.MakeJoinGame(actor.PlayerSession, station, silent: true);
return false;
}
var msg = Loc.GetString("rule-respawn-in-seconds", ("second", component.RespawnDelay.TotalSeconds));
var wrappedMsg = Loc.GetString("chat-manager-server-wrap-message", ("message", msg));
_chatManager.ChatMessageToOne(ChatChannel.Server, msg, wrappedMsg, respawnTracker, false, actor.PlayerSession.Channel, Color.LimeGreen);
component.RespawnQueue[actor.PlayerSession.UserId] = _timing.CurTime + component.RespawnDelay;
return true;
}
}