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