428 lines
16 KiB
C#
428 lines
16 KiB
C#
using System.Linq;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.NPC.Systems;
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using Content.Server.Objectives;
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using Content.Server.PDA.Ringer;
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using Content.Server.Roles;
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using Content.Server.Shuttles.Components;
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using Content.Server.Traitor.Uplink;
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using Content.Shared.CCVar;
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using Content.Shared.Dataset;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Objectives.Components;
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using Content.Shared.PDA;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.GameTicking.Rules;
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public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly UplinkSystem _uplink = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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private int PlayersPerTraitor => _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
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private int MaxTraitors => _cfg.GetCVar(CCVars.TraitorMaxTraitors);
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
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SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayersSpawned);
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SubscribeLocalEvent<PlayerSpawnCompleteEvent>(HandleLatejoin);
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SubscribeLocalEvent<TraitorRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
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SubscribeLocalEvent<TraitorRuleComponent, ObjectivesTextPrependEvent>(OnObjectivesTextPrepend);
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}
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protected override void ActiveTick(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, float frameTime)
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{
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base.ActiveTick(uid, component, gameRule, frameTime);
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if (component.SelectionStatus == TraitorRuleComponent.SelectionState.ReadyToSelect && _gameTiming.CurTime > component.AnnounceAt)
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DoTraitorStart(component);
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}
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var traitor, out var gameRule))
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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MakeCodewords(traitor);
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var minPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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_chatManager.SendAdminAnnouncement(Loc.GetString("traitor-not-enough-ready-players",
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("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
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ev.Cancel();
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continue;
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}
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if (ev.Players.Length == 0)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-no-one-ready"));
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ev.Cancel();
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}
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}
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}
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private void MakeCodewords(TraitorRuleComponent component)
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{
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var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
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var adjectives = _prototypeManager.Index<DatasetPrototype>("adjectives").Values;
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var verbs = _prototypeManager.Index<DatasetPrototype>("verbs").Values;
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var codewordPool = adjectives.Concat(verbs).ToList();
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var finalCodewordCount = Math.Min(codewordCount, codewordPool.Count);
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component.Codewords = new string[finalCodewordCount];
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for (var i = 0; i < finalCodewordCount; i++)
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{
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component.Codewords[i] = _random.PickAndTake(codewordPool);
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}
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}
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private void DoTraitorStart(TraitorRuleComponent component)
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{
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if (!component.StartCandidates.Any())
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{
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Log.Error("Tried to start Traitor mode without any candidates.");
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return;
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}
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var numTraitors = MathHelper.Clamp(component.StartCandidates.Count / PlayersPerTraitor, 1, MaxTraitors);
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var traitorPool = FindPotentialTraitors(component.StartCandidates, component);
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var selectedTraitors = PickTraitors(numTraitors, traitorPool);
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foreach (var traitor in selectedTraitors)
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{
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MakeTraitor(traitor);
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}
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component.SelectionStatus = TraitorRuleComponent.SelectionState.SelectionMade;
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}
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private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
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{
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var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var traitor, out var gameRule))
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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foreach (var player in ev.Players)
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{
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if (!ev.Profiles.ContainsKey(player.UserId))
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continue;
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traitor.StartCandidates[player] = ev.Profiles[player.UserId];
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}
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var delay = TimeSpan.FromSeconds(
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_cfg.GetCVar(CCVars.TraitorStartDelay) +
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_random.NextFloat(0f, _cfg.GetCVar(CCVars.TraitorStartDelayVariance)));
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traitor.AnnounceAt = _gameTiming.CurTime + delay;
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traitor.SelectionStatus = TraitorRuleComponent.SelectionState.ReadyToSelect;
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}
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}
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private List<IPlayerSession> FindPotentialTraitors(in Dictionary<IPlayerSession, HumanoidCharacterProfile> candidates, TraitorRuleComponent component)
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{
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var list = new List<IPlayerSession>();
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var pendingQuery = GetEntityQuery<PendingClockInComponent>();
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foreach (var player in candidates.Keys)
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{
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// Role prevents antag.
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if (!_jobs.CanBeAntag(player))
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{
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continue;
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}
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// Latejoin
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if (player.AttachedEntity != null && pendingQuery.HasComponent(player.AttachedEntity.Value))
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continue;
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list.Add(player);
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}
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var prefList = new List<IPlayerSession>();
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foreach (var player in list)
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{
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var profile = candidates[player];
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if (profile.AntagPreferences.Contains(component.TraitorPrototypeId))
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{
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prefList.Add(player);
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}
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}
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if (prefList.Count == 0)
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{
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Log.Info("Insufficient preferred traitors, picking at random.");
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prefList = list;
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}
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return prefList;
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}
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private List<IPlayerSession> PickTraitors(int traitorCount, List<IPlayerSession> prefList)
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{
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var results = new List<IPlayerSession>(traitorCount);
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if (prefList.Count == 0)
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{
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Log.Info("Insufficient ready players to fill up with traitors, stopping the selection.");
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return results;
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}
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for (var i = 0; i < traitorCount; i++)
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{
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results.Add(_random.PickAndTake(prefList));
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Log.Info("Selected a preferred traitor.");
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}
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return results;
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}
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public bool MakeTraitor(ICommonSession traitor, bool giveUplink = true, bool giveObjectives = true)
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{
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var traitorRule = EntityQuery<TraitorRuleComponent>().FirstOrDefault();
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if (traitorRule == null)
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{
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//todo fuck me this shit is awful
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//no i wont fuck you, erp is against rules
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GameTicker.StartGameRule("Traitor", out var ruleEntity);
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traitorRule = Comp<TraitorRuleComponent>(ruleEntity);
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MakeCodewords(traitorRule);
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}
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if (!_mindSystem.TryGetMind(traitor, out var mindId, out var mind))
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{
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Log.Info("Failed getting mind for picked traitor.");
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return false;
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}
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if (HasComp<TraitorRoleComponent>(mindId))
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{
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Log.Error($"Player {traitor.Name} is already a traitor.");
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return false;
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}
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if (mind.OwnedEntity is not { } entity)
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{
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Log.Error("Mind picked for traitor did not have an attached entity.");
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return false;
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}
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// Calculate the amount of currency on the uplink.
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var startingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance);
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if (_jobs.MindTryGetJob(mindId, out _, out var prototype))
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startingBalance = Math.Max(startingBalance - prototype.AntagAdvantage, 0);
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// Give traitors their codewords and uplink code to keep in their character info menu
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var briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", traitorRule.Codewords)));
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Note[]? code = null;
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if (giveUplink)
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{
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// creadth: we need to create uplink for the antag.
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// PDA should be in place already
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var pda = _uplink.FindUplinkTarget(mind.OwnedEntity!.Value);
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if (pda == null || !_uplink.AddUplink(mind.OwnedEntity.Value, startingBalance))
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return false;
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// Give traitors their codewords and uplink code to keep in their character info menu
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code = EnsureComp<RingerUplinkComponent>(pda.Value).Code;
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// If giveUplink is false the uplink code part is omitted
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briefing = string.Format("{0}\n{1}", briefing,
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Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", code).Replace("sharp","#"))));
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}
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// Prepare traitor role
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var traitorRole = new TraitorRoleComponent
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{
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PrototypeId = traitorRule.TraitorPrototypeId,
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};
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// Assign traitor roles
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_roleSystem.MindAddRole(mindId, new TraitorRoleComponent
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{
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PrototypeId = traitorRule.TraitorPrototypeId
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});
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// Assign briefing
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_roleSystem.MindAddRole(mindId, new RoleBriefingComponent
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{
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Briefing = briefing
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});
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SendTraitorBriefing(mindId, traitorRule.Codewords, code);
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traitorRule.TraitorMinds.Add(mindId);
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if (_mindSystem.TryGetSession(mindId, out var session))
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{
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// Notificate player about new role assignment
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_audioSystem.PlayGlobal(traitorRule.GreetSoundNotification, session);
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}
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// Change the faction
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_npcFaction.RemoveFaction(entity, "NanoTrasen", false);
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_npcFaction.AddFaction(entity, "Syndicate");
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// Give traitors their objectives
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if (giveObjectives)
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{
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var maxDifficulty = _cfg.GetCVar(CCVars.TraitorMaxDifficulty);
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var maxPicks = _cfg.GetCVar(CCVars.TraitorMaxPicks);
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var difficulty = 0f;
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for (var pick = 0; pick < maxPicks && maxDifficulty > difficulty; pick++)
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{
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var objective = _objectives.GetRandomObjective(mindId, mind, "TraitorObjectiveGroups");
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if (objective == null)
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continue;
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_mindSystem.AddObjective(mindId, mind, objective.Value);
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difficulty += Comp<ObjectiveComponent>(objective.Value).Difficulty;
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}
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}
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return true;
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}
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/// <summary>
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/// Send a codewords and uplink codes to traitor chat.
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/// </summary>
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/// <param name="mind">A mind (player)</param>
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/// <param name="codewords">Codewords</param>
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/// <param name="code">Uplink codes</param>
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private void SendTraitorBriefing(EntityUid mind, string[] codewords, Note[]? code)
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{
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if (!_mindSystem.TryGetSession(mind, out var session))
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return;
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_chatManager.DispatchServerMessage(session, Loc.GetString("traitor-role-greeting"));
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_chatManager.DispatchServerMessage(session, Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ", codewords))));
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if (code != null)
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_chatManager.DispatchServerMessage(session, Loc.GetString("traitor-role-uplink-code", ("code", string.Join("-", code).Replace("sharp","#"))));
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}
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private void HandleLatejoin(PlayerSpawnCompleteEvent ev)
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{
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var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var traitor, out var gameRule))
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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if (traitor.TotalTraitors >= MaxTraitors)
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continue;
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if (!ev.LateJoin)
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continue;
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if (!ev.Profile.AntagPreferences.Contains(traitor.TraitorPrototypeId))
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continue;
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if (ev.JobId == null || !_prototypeManager.TryIndex<JobPrototype>(ev.JobId, out var job))
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continue;
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if (!job.CanBeAntag)
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continue;
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// Before the announcement is made, late-joiners are considered the same as players who readied.
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if (traitor.SelectionStatus < TraitorRuleComponent.SelectionState.SelectionMade)
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{
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traitor.StartCandidates[ev.Player] = ev.Profile;
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continue;
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}
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// the nth player we adjust our probabilities around
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var target = PlayersPerTraitor * traitor.TotalTraitors + 1;
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var chance = 1f / PlayersPerTraitor;
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// If we have too many traitors, divide by how many players below target for next traitor we are.
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if (ev.JoinOrder < target)
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{
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chance /= (target - ev.JoinOrder);
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}
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else // Tick up towards 100% chance.
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{
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chance *= ((ev.JoinOrder + 1) - target);
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}
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if (chance > 1)
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chance = 1;
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// Now that we've calculated our chance, roll and make them a traitor if we roll under.
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// You get one shot.
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if (_random.Prob(chance))
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{
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MakeTraitor(ev.Player);
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}
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}
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}
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private void OnObjectivesTextGetInfo(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextGetInfoEvent args)
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{
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args.Minds = comp.TraitorMinds;
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args.AgentName = Loc.GetString("traitor-round-end-agent-name");
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}
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private void OnObjectivesTextPrepend(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextPrependEvent args)
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{
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args.Text += "\n" + Loc.GetString("traitor-round-end-codewords", ("codewords", string.Join(", ", comp.Codewords)));
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}
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public List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind)
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{
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List<(EntityUid Id, MindComponent Mind)> allTraitors = new();
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foreach (var traitor in EntityQuery<TraitorRuleComponent>())
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{
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foreach (var role in GetOtherTraitorMindsAliveAndConnected(ourMind, traitor))
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{
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if (!allTraitors.Contains(role))
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allTraitors.Add(role);
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}
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}
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return allTraitors;
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}
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private List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind, TraitorRuleComponent component)
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{
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var traitors = new List<(EntityUid Id, MindComponent Mind)>();
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foreach (var traitor in component.TraitorMinds)
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{
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if (TryComp(traitor, out MindComponent? mind) &&
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mind.OwnedEntity != null &&
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mind.Session != null &&
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mind != ourMind &&
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_mobStateSystem.IsAlive(mind.OwnedEntity.Value) &&
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mind.CurrentEntity == mind.OwnedEntity)
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{
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traitors.Add((traitor, mind));
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}
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}
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return traitors;
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}
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}
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