Files
tbd-station-14/Content.Server/GameTicking/GameTicker.GamePreset.cs

326 lines
12 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameTicking.Presets;
using Content.Server.Maps;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Database;
using Content.Shared.Ghost;
using Content.Shared.Mind;
using Content.Shared.Mobs.Components;
using JetBrains.Annotations;
using Robust.Server.Player;
namespace Content.Server.GameTicking
{
public sealed partial class GameTicker
{
public const float PresetFailedCooldownIncrease = 30f;
/// <summary>
/// The selected preset that will be used at the start of the next round.
/// </summary>
public GamePresetPrototype? Preset { get; private set; }
/// <summary>
/// The preset that's currently active.
/// </summary>
public GamePresetPrototype? CurrentPreset { get; private set; }
private bool StartPreset(IPlayerSession[] origReadyPlayers, bool force)
{
var startAttempt = new RoundStartAttemptEvent(origReadyPlayers, force);
RaiseLocalEvent(startAttempt);
if (!startAttempt.Cancelled)
return true;
var presetTitle = CurrentPreset != null ? Loc.GetString(CurrentPreset.ModeTitle) : string.Empty;
void FailedPresetRestart()
{
SendServerMessage(Loc.GetString("game-ticker-start-round-cannot-start-game-mode-restart",
("failedGameMode", presetTitle)));
RestartRound();
DelayStart(TimeSpan.FromSeconds(PresetFailedCooldownIncrease));
}
if (_configurationManager.GetCVar(CCVars.GameLobbyFallbackEnabled))
{
var fallbackPresets = _configurationManager.GetCVar(CCVars.GameLobbyFallbackPreset).Split(",");
var startFailed = true;
foreach (var preset in fallbackPresets)
{
ClearGameRules();
SetGamePreset(preset);
AddGamePresetRules();
StartGamePresetRules();
startAttempt.Uncancel();
RaiseLocalEvent(startAttempt);
if (!startAttempt.Cancelled)
{
_chatManager.SendAdminAnnouncement(
Loc.GetString("game-ticker-start-round-cannot-start-game-mode-fallback",
("failedGameMode", presetTitle),
("fallbackMode", Loc.GetString(preset))));
RefreshLateJoinAllowed();
startFailed = false;
break;
}
}
if (startFailed)
{
FailedPresetRestart();
return false;
}
}
else
{
FailedPresetRestart();
return false;
}
return true;
}
private void InitializeGamePreset()
{
SetGamePreset(LobbyEnabled ? _configurationManager.GetCVar(CCVars.GameLobbyDefaultPreset) : "sandbox");
}
public void SetGamePreset(GamePresetPrototype preset, bool force = false)
{
// Do nothing if this game ticker is a dummy!
if (DummyTicker)
return;
Preset = preset;
UpdateInfoText();
ValidateMap();
if (force)
{
StartRound(true);
}
}
public void SetGamePreset(string preset, bool force = false)
{
var proto = FindGamePreset(preset);
if(proto != null)
SetGamePreset(proto, force);
}
public GamePresetPrototype? FindGamePreset(string preset)
{
if (_prototypeManager.TryIndex(preset, out GamePresetPrototype? presetProto))
return presetProto;
foreach (var proto in _prototypeManager.EnumeratePrototypes<GamePresetPrototype>())
{
foreach (var alias in proto.Alias)
{
if (preset.Equals(alias, StringComparison.InvariantCultureIgnoreCase))
return proto;
}
}
return null;
}
public bool TryFindGamePreset(string preset, [NotNullWhen(true)] out GamePresetPrototype? prototype)
{
prototype = FindGamePreset(preset);
return prototype != null;
}
public bool IsMapEligible(GameMapPrototype map)
{
if (Preset == null)
return true;
if (Preset.MapPool == null || !_prototypeManager.TryIndex<GameMapPoolPrototype>(Preset.MapPool, out var pool))
return true;
return pool.Maps.Contains(map.ID);
}
private void ValidateMap()
{
if (Preset == null || _gameMapManager.GetSelectedMap() is not { } map)
return;
if (Preset.MapPool == null ||
!_prototypeManager.TryIndex<GameMapPoolPrototype>(Preset.MapPool, out var pool))
return;
if (pool.Maps.Contains(map.ID))
return;
_gameMapManager.SelectMapRandom();
}
[PublicAPI]
private bool AddGamePresetRules()
{
if (DummyTicker || Preset == null)
return false;
CurrentPreset = Preset;
foreach (var rule in Preset.Rules)
{
AddGameRule(rule);
}
return true;
}
private void StartGamePresetRules()
{
// May be touched by the preset during init.
var rules = new List<EntityUid>(GetAddedGameRules());
foreach (var rule in rules)
{
StartGameRule(rule);
}
}
public bool OnGhostAttempt(EntityUid mindId, bool canReturnGlobal, bool viaCommand = false, MindComponent? mind = null)
{
if (!Resolve(mindId, ref mind))
return false;
var playerEntity = mind.CurrentEntity;
if (playerEntity != null && viaCommand)
_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(playerEntity.Value):player} is attempting to ghost via command");
var handleEv = new GhostAttemptHandleEvent(mind, canReturnGlobal);
RaiseLocalEvent(handleEv);
// Something else has handled the ghost attempt for us! We return its result.
if (handleEv.Handled)
return handleEv.Result;
if (mind.PreventGhosting)
{
if (mind.Session != null) // Logging is suppressed to prevent spam from ghost attempts caused by movement attempts
{
_chatManager.DispatchServerMessage((IPlayerSession) mind.Session, Loc.GetString("comp-mind-ghosting-prevented"),
true);
}
return false;
}
if (HasComp<GhostComponent>(playerEntity))
return false;
if (mind.VisitingEntity != default)
{
_mind.UnVisit(mindId, mind: mind);
}
var position = Exists(playerEntity)
? Transform(playerEntity.Value).Coordinates
: GetObserverSpawnPoint();
if (position == default)
return false;
// Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning.
// There's no reason at this time to move it to any other place, especially given that the 'side effects required' situations would also have to be moved.
// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
// Note that we could theoretically be ICly dead and still physically alive and vice versa.
// (For example, a zombie could be dead ICly, but may retain memories and is definitely physically active)
// + If we're in a mob that is critical, and we're supposed to be able to return if possible,
// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK.
// (If the mob survives, that's a bug. Ghosting is kept regardless.)
var canReturn = canReturnGlobal && _mind.IsCharacterDeadPhysically(mind);
if (canReturnGlobal && TryComp(playerEntity, out MobStateComponent? mobState))
{
if (_mobState.IsCritical(playerEntity.Value, mobState))
{
canReturn = true;
//todo: what if they dont breathe lol
//cry deeply
DamageSpecifier damage = new(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 200);
_damageable.TryChangeDamage(playerEntity, damage, true);
}
}
var xformQuery = GetEntityQuery<TransformComponent>();
var coords = _transform.GetMoverCoordinates(position, xformQuery);
var ghost = Spawn("MobObserver", coords);
// Try setting the ghost entity name to either the character name or the player name.
// If all else fails, it'll default to the default entity prototype name, "observer".
// However, that should rarely happen.
if (!string.IsNullOrWhiteSpace(mind.CharacterName))
_metaData.SetEntityName(ghost, mind.CharacterName);
else if (!string.IsNullOrWhiteSpace(mind.Session?.Name))
_metaData.SetEntityName(ghost, mind.Session.Name);
var ghostComponent = Comp<GhostComponent>(ghost);
if (mind.TimeOfDeath.HasValue)
{
_ghost.SetTimeOfDeath(ghost, mind.TimeOfDeath!.Value, ghostComponent);
}
if (playerEntity != null)
_adminLogger.Add(LogType.Mind, $"{EntityManager.ToPrettyString(playerEntity.Value):player} ghosted{(!canReturn ? " (non-returnable)" : "")}");
_ghost.SetCanReturnToBody(ghostComponent, canReturn);
if (canReturn)
_mind.Visit(mindId, ghost, mind);
else
_mind.TransferTo(mindId, ghost, mind: mind);
return true;
}
private void IncrementRoundNumber()
{
var playerIds = _playerGameStatuses.Keys.Select(player => player.UserId).ToArray();
var serverName = _configurationManager.GetCVar(CCVars.AdminLogsServerName);
// TODO FIXME AAAAAAAAAAAAAAAAAAAH THIS IS BROKEN
// Task.Run as a terrible dirty workaround to avoid synchronization context deadlock from .Result here.
// This whole setup logic should be made asynchronous so we can properly wait on the DB AAAAAAAAAAAAAH
var task = Task.Run(async () =>
{
var server = await _db.AddOrGetServer(serverName);
return await _db.AddNewRound(server, playerIds);
});
_taskManager.BlockWaitOnTask(task);
RoundId = task.GetAwaiter().GetResult();
}
}
public sealed class GhostAttemptHandleEvent : HandledEntityEventArgs
{
public MindComponent Mind { get; }
public bool CanReturnGlobal { get; }
public bool Result { get; set; }
public GhostAttemptHandleEvent(MindComponent mind, bool canReturnGlobal)
{
Mind = mind;
CanReturnGlobal = canReturnGlobal;
}
}
}