235 lines
8.1 KiB
C#
235 lines
8.1 KiB
C#
using System;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.GameTicking.Presets;
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using Content.Server.GameTicking.Rules;
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using Content.Server.Ghost.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.MobState.Components;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.GameTicking
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{
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public sealed partial class GameTicker
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{
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public const float PresetFailedCooldownIncrease = 30f;
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private GamePresetPrototype? _preset;
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private bool StartPreset(IPlayerSession[] origReadyPlayers, bool force)
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{
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var startAttempt = new RoundStartAttemptEvent(origReadyPlayers, force);
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RaiseLocalEvent(startAttempt);
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if (!startAttempt.Cancelled)
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return true;
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var presetTitle = _preset != null ? Loc.GetString(_preset.ModeTitle) : string.Empty;
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void FailedPresetRestart()
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{
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SendServerMessage(Loc.GetString("game-ticker-start-round-cannot-start-game-mode-restart",
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("failedGameMode", presetTitle)));
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RestartRound();
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DelayStart(TimeSpan.FromSeconds(PresetFailedCooldownIncrease));
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}
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if (_configurationManager.GetCVar(CCVars.GameLobbyFallbackEnabled))
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{
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var oldPreset = _preset;
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ClearGameRules();
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SetGamePreset(_configurationManager.GetCVar(CCVars.GameLobbyFallbackPreset));
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AddGamePresetRules();
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StartGamePresetRules();
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startAttempt.Uncancel();
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RaiseLocalEvent(startAttempt);
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_chatManager.DispatchServerAnnouncement(
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Loc.GetString("game-ticker-start-round-cannot-start-game-mode-fallback",
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("failedGameMode", presetTitle),
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("fallbackMode", Loc.GetString(_preset!.ModeTitle))));
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if (startAttempt.Cancelled)
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{
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FailedPresetRestart();
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}
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RefreshLateJoinAllowed();
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}
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else
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{
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FailedPresetRestart();
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return false;
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}
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return true;
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}
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private void InitializeGamePreset()
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{
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SetGamePreset(_configurationManager.GetCVar(CCVars.GameLobbyDefaultPreset));
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}
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public void SetGamePreset(GamePresetPrototype preset, bool force = false)
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{
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// Do nothing if this game ticker is a dummy!
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if (DummyTicker)
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return;
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_preset = preset;
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UpdateInfoText();
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if (force)
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{
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StartRound(true);
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}
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}
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public void SetGamePreset(string preset, bool force = false)
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{
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var proto = FindGamePreset(preset);
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if(proto != null)
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SetGamePreset(proto, force);
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}
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public GamePresetPrototype? FindGamePreset(string preset)
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{
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if (_prototypeManager.TryIndex(preset, out GamePresetPrototype? presetProto))
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return presetProto;
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foreach (var proto in _prototypeManager.EnumeratePrototypes<GamePresetPrototype>())
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{
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foreach (var alias in proto.Alias)
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{
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if (preset.Equals(alias, StringComparison.InvariantCultureIgnoreCase))
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return proto;
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}
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}
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return null;
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}
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public bool TryFindGamePreset(string preset, [NotNullWhen(true)] out GamePresetPrototype? prototype)
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{
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prototype = FindGamePreset(preset);
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return prototype != null;
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}
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private bool AddGamePresetRules()
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{
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if (DummyTicker || _preset == null)
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return false;
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foreach (var rule in _preset.Rules)
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{
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if (!_prototypeManager.TryIndex(rule, out GameRulePrototype? ruleProto))
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continue;
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AddGameRule(ruleProto);
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}
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return true;
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}
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private void StartGamePresetRules()
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{
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foreach (var rule in _addedGameRules)
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{
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StartGameRule(rule);
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}
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}
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public bool OnGhostAttempt(Mind.Mind mind, bool canReturnGlobal)
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{
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var handleEv = new GhostAttemptHandleEvent(mind, canReturnGlobal);
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RaiseLocalEvent(handleEv);
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// Something else has handled the ghost attempt for us! We return its result.
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if (handleEv.Handled)
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return handleEv.Result;
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var playerEntity = mind.OwnedEntity;
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var entities = IoCManager.Resolve<IEntityManager>();
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if (entities.HasComponent<GhostComponent>(playerEntity))
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return false;
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if (mind.VisitingEntity != default)
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{
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mind.UnVisit();
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}
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var position = playerEntity is {Valid: true}
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? Transform(playerEntity.Value).Coordinates
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: GetObserverSpawnPoint();
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// Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning.
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// 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.
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// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
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// Note that we could theoretically be ICly dead and still physically alive and vice versa.
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// (For example, a zombie could be dead ICly, but may retain memories and is definitely physically active)
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// + If we're in a mob that is critical, and we're supposed to be able to return if possible,
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// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK.
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// (If the mob survives, that's a bug. Ghosting is kept regardless.)
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var canReturn = canReturnGlobal && mind.CharacterDeadPhysically;
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if (canReturnGlobal && TryComp(playerEntity, out MobStateComponent? mobState))
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{
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if (mobState.IsCritical())
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{
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canReturn = true;
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//todo: what if they dont breathe lol
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//cry deeply
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DamageSpecifier damage = new(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 200);
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_damageable.TryChangeDamage(playerEntity, damage, true);
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}
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}
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var ghost = Spawn("MobObserver", position.ToMap(entities));
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// Try setting the ghost entity name to either the character name or the player name.
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// If all else fails, it'll default to the default entity prototype name, "observer".
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// However, that should rarely happen.
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var meta = MetaData(ghost);
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if(!string.IsNullOrWhiteSpace(mind.CharacterName))
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meta.EntityName = mind.CharacterName;
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else if (!string.IsNullOrWhiteSpace(mind.Session?.Name))
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meta.EntityName = mind.Session.Name;
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var ghostComponent = Comp<GhostComponent>(ghost);
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if (mind.TimeOfDeath.HasValue)
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{
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ghostComponent.TimeOfDeath = mind.TimeOfDeath!.Value;
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}
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_ghosts.SetCanReturnToBody(ghostComponent, canReturn);
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if (canReturn)
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mind.Visit(ghost);
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else
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mind.TransferTo(ghost);
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return true;
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}
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}
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public sealed class GhostAttemptHandleEvent : HandledEntityEventArgs
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{
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public Mind.Mind Mind { get; }
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public bool CanReturnGlobal { get; }
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public bool Result { get; set; }
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public GhostAttemptHandleEvent(Mind.Mind mind, bool canReturnGlobal)
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{
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Mind = mind;
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CanReturnGlobal = canReturnGlobal;
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}
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}
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}
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