Files
tbd-station-14/Content.Server/GameTicking/Rules/TraitorRuleSystem.cs
deltanedas 2eaec2d528 Add uplink implant (#15728)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-04-29 19:07:50 +10:00

441 lines
17 KiB
C#

using System.Linq;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.NPC.Systems;
using Content.Server.Objectives.Interfaces;
using Content.Server.PDA.Ringer;
using Content.Server.Players;
using Content.Server.Roles;
using Content.Server.Shuttles.Components;
using Content.Server.Traitor;
using Content.Server.Traitor.Uplink;
using Content.Shared.CCVar;
using Content.Shared.Dataset;
using Content.Shared.Preferences;
using Content.Shared.Mobs.Systems;
using Content.Shared.Roles;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.Configuration;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IObjectivesManager _objectivesManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly FactionSystem _faction = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly UplinkSystem _uplink = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
private ISawmill _sawmill = default!;
private int PlayersPerTraitor => _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
private int MaxTraitors => _cfg.GetCVar(CCVars.TraitorMaxTraitors);
public override void Initialize()
{
base.Initialize();
_sawmill = Logger.GetSawmill("preset");
SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayersSpawned);
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(HandleLatejoin);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
}
protected override void ActiveTick(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, float frameTime)
{
base.ActiveTick(uid, component, gameRule, frameTime);
if (component.SelectionStatus == TraitorRuleComponent.SelectionState.ReadyToSelect && _gameTiming.CurTime > component.AnnounceAt)
DoTraitorStart(component);
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var traitor, out var gameRule))
{
if (!GameTicker.IsGameRuleAdded(uid, gameRule))
continue;
MakeCodewords(traitor);
var minPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
if (!ev.Forced && ev.Players.Length < minPlayers)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-not-enough-ready-players",
("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
ev.Cancel();
continue;
}
if (ev.Players.Length == 0)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-no-one-ready"));
ev.Cancel();
}
}
}
private void MakeCodewords(TraitorRuleComponent component)
{
var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
var adjectives = _prototypeManager.Index<DatasetPrototype>("adjectives").Values;
var verbs = _prototypeManager.Index<DatasetPrototype>("verbs").Values;
var codewordPool = adjectives.Concat(verbs).ToList();
var finalCodewordCount = Math.Min(codewordCount, codewordPool.Count);
component.Codewords = new string[finalCodewordCount];
for (var i = 0; i < finalCodewordCount; i++)
{
component.Codewords[i] = _random.PickAndTake(codewordPool);
}
}
private void DoTraitorStart(TraitorRuleComponent component)
{
if (!component.StartCandidates.Any())
{
_sawmill.Error("Tried to start Traitor mode without any candidates.");
return;
}
var numTraitors = MathHelper.Clamp(component.StartCandidates.Count / PlayersPerTraitor, 1, MaxTraitors);
var traitorPool = FindPotentialTraitors(component.StartCandidates, component);
var selectedTraitors = PickTraitors(numTraitors, traitorPool);
foreach (var traitor in selectedTraitors)
{
MakeTraitor(traitor);
}
component.SelectionStatus = TraitorRuleComponent.SelectionState.SelectionMade;
}
private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
{
var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var traitor, out var gameRule))
{
if (!GameTicker.IsGameRuleAdded(uid, gameRule))
continue;
foreach (var player in ev.Players)
{
if (!ev.Profiles.ContainsKey(player.UserId))
continue;
traitor.StartCandidates[player] = ev.Profiles[player.UserId];
}
var delay = TimeSpan.FromSeconds(
_cfg.GetCVar(CCVars.TraitorStartDelay) +
_random.NextFloat(0f, _cfg.GetCVar(CCVars.TraitorStartDelayVariance)));
traitor.AnnounceAt = _gameTiming.CurTime + delay;
traitor.SelectionStatus = TraitorRuleComponent.SelectionState.ReadyToSelect;
}
}
public List<IPlayerSession> FindPotentialTraitors(in Dictionary<IPlayerSession, HumanoidCharacterProfile> candidates, TraitorRuleComponent component)
{
var list = new List<IPlayerSession>();
var pendingQuery = GetEntityQuery<PendingClockInComponent>();
foreach (var player in candidates.Keys)
{
// Role prevents antag.
if (!(player.Data.ContentData()?.Mind?.AllRoles.All(role => role is not Job { CanBeAntag: false }) ?? false))
{
continue;
}
// Latejoin
if (player.AttachedEntity != null && pendingQuery.HasComponent(player.AttachedEntity.Value))
continue;
list.Add(player);
}
var prefList = new List<IPlayerSession>();
foreach (var player in list)
{
var profile = candidates[player];
if (profile.AntagPreferences.Contains(component.TraitorPrototypeId))
{
prefList.Add(player);
}
}
if (prefList.Count == 0)
{
_sawmill.Info("Insufficient preferred traitors, picking at random.");
prefList = list;
}
return prefList;
}
public List<IPlayerSession> PickTraitors(int traitorCount, List<IPlayerSession> prefList)
{
var results = new List<IPlayerSession>(traitorCount);
if (prefList.Count == 0)
{
_sawmill.Info("Insufficient ready players to fill up with traitors, stopping the selection.");
return results;
}
for (var i = 0; i < traitorCount; i++)
{
results.Add(_random.PickAndTake(prefList));
_sawmill.Info("Selected a preferred traitor.");
}
return results;
}
public bool MakeTraitor(IPlayerSession traitor)
{
var traitorRule = EntityQuery<TraitorRuleComponent>().FirstOrDefault();
if (traitorRule == null)
{
//todo fuck me this shit is awful
//no i wont fuck you, erp is against rules
GameTicker.StartGameRule("Traitor", out var ruleEntity);
traitorRule = Comp<TraitorRuleComponent>(ruleEntity);
}
var mind = traitor.Data.ContentData()?.Mind;
if (mind == null)
{
_sawmill.Info("Failed getting mind for picked traitor.");
return false;
}
if (mind.OwnedEntity is not { } entity)
{
Logger.ErrorS("preset", "Mind picked for traitor did not have an attached entity.");
return false;
}
// creadth: we need to create uplink for the antag.
// PDA should be in place already
DebugTools.AssertNotNull(mind.OwnedEntity);
var startingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance);
if (mind.CurrentJob != null)
startingBalance = Math.Max(startingBalance - mind.CurrentJob.Prototype.AntagAdvantage, 0);
var pda = _uplink.FindUplinkTarget(mind.OwnedEntity!.Value);
if (pda == null || !_uplink.AddUplink(mind.OwnedEntity.Value, startingBalance))
return false;
// add the ringtone uplink and get its code for greeting
var code = AddComp<RingerUplinkComponent>(pda.Value).Code;
var antagPrototype = _prototypeManager.Index<AntagPrototype>(traitorRule.TraitorPrototypeId);
var traitorRole = new TraitorRole(mind, antagPrototype);
mind.AddRole(traitorRole);
traitorRule.Traitors.Add(traitorRole);
traitorRole.GreetTraitor(traitorRule.Codewords, code);
_faction.RemoveFaction(entity, "NanoTrasen", false);
_faction.AddFaction(entity, "Syndicate");
var maxDifficulty = _cfg.GetCVar(CCVars.TraitorMaxDifficulty);
var maxPicks = _cfg.GetCVar(CCVars.TraitorMaxPicks);
//give traitors their objectives
var difficulty = 0f;
for (var pick = 0; pick < maxPicks && maxDifficulty > difficulty; pick++)
{
var objective = _objectivesManager.GetRandomObjective(traitorRole.Mind, "TraitorObjectiveGroups");
if (objective == null) continue;
if (traitorRole.Mind.TryAddObjective(objective))
difficulty += objective.Difficulty;
}
//give traitors their codewords and uplink code to keep in their character info menu
traitorRole.Mind.Briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", traitorRule.Codewords)))
+ "\n" + Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("", code)));
_audioSystem.PlayGlobal(traitorRule.AddedSound, Filter.Empty().AddPlayer(traitor), false, AudioParams.Default);
return true;
}
private void HandleLatejoin(PlayerSpawnCompleteEvent ev)
{
var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var traitor, out var gameRule))
{
if (!GameTicker.IsGameRuleAdded(uid, gameRule))
continue;
if (traitor.TotalTraitors >= MaxTraitors)
continue;
if (!ev.LateJoin)
continue;
if (!ev.Profile.AntagPreferences.Contains(traitor.TraitorPrototypeId))
continue;
if (ev.JobId == null || !_prototypeManager.TryIndex<JobPrototype>(ev.JobId, out var job))
continue;
if (!job.CanBeAntag)
continue;
// Before the announcement is made, late-joiners are considered the same as players who readied.
if (traitor.SelectionStatus < TraitorRuleComponent.SelectionState.SelectionMade)
{
traitor.StartCandidates[ev.Player] = ev.Profile;
continue;
}
// the nth player we adjust our probabilities around
var target = PlayersPerTraitor * traitor.TotalTraitors + 1;
var chance = 1f / PlayersPerTraitor;
// If we have too many traitors, divide by how many players below target for next traitor we are.
if (ev.JoinOrder < target)
{
chance /= (target - ev.JoinOrder);
}
else // Tick up towards 100% chance.
{
chance *= ((ev.JoinOrder + 1) - target);
}
if (chance > 1)
chance = 1;
// Now that we've calculated our chance, roll and make them a traitor if we roll under.
// You get one shot.
if (_random.Prob(chance))
{
MakeTraitor(ev.Player);
}
}
}
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var traitor, out var gameRule))
{
if (!GameTicker.IsGameRuleAdded(uid, gameRule))
continue;
var result = Loc.GetString("traitor-round-end-result", ("traitorCount", traitor.Traitors.Count));
result += "\n" + Loc.GetString("traitor-round-end-codewords", ("codewords", string.Join(", ", traitor.Codewords))) +
"\n";
foreach (var t in traitor.Traitors)
{
var name = t.Mind.CharacterName;
t.Mind.TryGetSession(out var session);
var username = session?.Name;
var objectives = t.Mind.AllObjectives.ToArray();
if (objectives.Length == 0)
{
if (username != null)
{
if (name == null)
result += "\n" + Loc.GetString("traitor-user-was-a-traitor", ("user", username));
else
result += "\n" + Loc.GetString("traitor-user-was-a-traitor-named", ("user", username),
("name", name));
}
else if (name != null)
result += "\n" + Loc.GetString("traitor-was-a-traitor-named", ("name", name));
continue;
}
if (username != null)
{
if (name == null)
result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives",
("user", username));
else
result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives-named",
("user", username), ("name", name));
}
else if (name != null)
result += "\n" + Loc.GetString("traitor-was-a-traitor-with-objectives-named", ("name", name));
foreach (var objectiveGroup in objectives.GroupBy(o => o.Prototype.Issuer))
{
result += "\n" + Loc.GetString($"preset-traitor-objective-issuer-{objectiveGroup.Key}");
foreach (var objective in objectiveGroup)
{
foreach (var condition in objective.Conditions)
{
var progress = condition.Progress;
if (progress > 0.99f)
{
result += "\n- " + Loc.GetString(
"traitor-objective-condition-success",
("condition", condition.Title),
("markupColor", "green")
);
}
else
{
result += "\n- " + Loc.GetString(
"traitor-objective-condition-fail",
("condition", condition.Title),
("progress", (int) (progress * 100)),
("markupColor", "red")
);
}
}
}
}
}
ev.AddLine(result);
}
}
public List<TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind)
{
List<TraitorRole> allTraitors = new();
foreach (var traitor in EntityQuery<TraitorRuleComponent>())
{
foreach (var role in GetOtherTraitorsAliveAndConnected(ourMind, traitor))
{
if (!allTraitors.Contains(role))
allTraitors.Add(role);
}
}
return allTraitors;
}
public List<TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind, TraitorRuleComponent component)
{
return component.Traitors // don't want
.Where(t => t.Mind.OwnedEntity is not null) // no entity
.Where(t => t.Mind.Session is not null) // player disconnected
.Where(t => t.Mind != ourMind) // ourselves
.Where(t => _mobStateSystem.IsAlive((EntityUid) t.Mind.OwnedEntity!)) // dead
.Where(t => t.Mind.CurrentEntity == t.Mind.OwnedEntity).ToList(); // not in original body
}
}