* initial commit - species prototype modifications - markings points as its own file - shared humanoid component * adds a tool to convert sprite accessories to markings (in go) * removes a fmt call * converts sprite accessory to markings * adds hair and facial hair to marking categories * multiple changes - humanoid visualizer system - markings modifications for visualizer - modifications to shared humanoid component - lays out a base for humanoid system * hidden layers, ports some properties from appearance component, shrinks DefaultMarkings a little * squishes the initialize event calls into one function adds stuff to set species/skin color externally from a server message - currently laid out as if it a dirty call to a networked component, may be subject to change (server-side has not been implemented yet) * makes the sprite pipeline more obvious * apply all markings, hidden layer set replacement * ensures that markings are cleared when the new set is applied * starts refactoring markingsset (unfinished) * more additions to the markingset api * adds constructor logic to markingset * adds a method to filter out markings in a set based on a given species * fixes enumerators in markingset * adds validator into MarkingSet, fixes ForwardMarkingEnumerator * modifications to the humanoid visual system * ensuredefault in markingset * oop * fixes up data keys, populates OnAppearanceChange in visualizer * changes to humanoid component, markings marking equality is now more strict, humanoidcomponent is now implemented for client as a child of sharedhumanoidcomponent * markings are now applied the visualizer by diffing them * base sprites are now applied to humanoids from humanoidvisualizer * passes along base sprite settings to the marking application so that markings know to follow skin color/alpha or not (see: slimes) * custom base layers on humanoids * merges all data keys into one data class for humanoid visualizers * setappearance in sharedhumanoidsystem, removes custombaselayercolors * humanoidcomponent, system (empty) in server * adds some basic public API functions to HumanoidSystem * add marking, remove marking * changes appearance MarkingsSet to a List<Marking>, adds listener for PlayerSpawnCompleteEvent in HumanoidSystem * ensuredefaultmarkings, oninit for humanoids * markingmanager API changes * removes MarkingsSet * LoadProfile, adjusts randomization in humanoid appearance to account for species * base layer settings in humanoidsystem, eye color from profile * rearranges files to centralize under Humanoid namespace * more reorganization, deletes some stuff gotta break stuff to make other things work, right? goodbye SpriteAccessory... * fixes a good chunk of server-side issues still does not compile, yet * singlemarkingpicker xaml layout * singlemarkingpicker logic * magic mirror window (varying pieces of it, mostly client-oriented) * removes some imports, gives MagicMirror a BUI class (not filled in yet) * populates magic mirror BUI functionality / window callbacks * fixes up some errors in humanoidprofileeditor * changes to SingleMarkingPicker SingleMarkingPicker now accepts a List<Marking>, species, and total possible markings available in that marking category * fixes up hair pickers on humanoid profile editor * fixes the errors in markingpicker * markingsystem is now gone * fixes a bunch of build errors * so that's why i did it like that * namespace issues, adds robustxamlloader to singlemarkingpicker * another robustxamlloader * human, lizard sprites/points * prototype fixes, deletion of old spriteaccessory * component registration, fixes dwarf skin toning no, 'ReptilianToned' does not exist * removes component registration from abstract humanoid component * visualizer data now cloneable * serialize for visualizer key * zero-count edge case * missing semi-colon moment * setspecies in humanoidsystem * ensures that default markings, if empty, will cause ensuredefault to skip over that given category * tryadd instead of add * whoops * diff and apply should properly apply markings now * always ensure default, fixes double load for player spawning * apply skin color now sets the skin color property in humanoidcomponent * removes sprite from a few species prototypes * sprite changes for specific base layers based on humanoid sex * layer ordering fix, and a missing base layer should now disallow markings on that layer * anymarking base layer, adds the right leg/foot for humans * loading a profile will now clear all markings on that humanoid * adds missing layers for humans * separates species.yml into respective species prototype files * ensures that if layer visibility was changed, all markings have to be reapplied * server-side enforcement of hiding hair (and other head-related markings) when equipping things that hide hair * slime fix, clothingsystem now dictates layer visibility server side * sussy * layer settings should now ensure a marking should match the skin tone * whoops * skincolor static class and functions in UI * skin color validation in humanoidcharacterappearance * markingpicker now shows only the markings for the selected category in used * getter for slot in singlemarkingpicker now ensures slot is 0 if markings exists * FilterSpecies no longer attempts to do removal while iterating * expands for SingleMarkingPicker * humanoid base dummy has blank layers now (and snout/tail/headside/headtop) * fixes an issue with visualizer system if the marking count was different but the markings themselves were (somewhat) the same * whoops * adds edge case handlers for count differences in humanoid markings * preview now loads profile instead of directly setting appearance * moves marking set loading to update controls * clones a marking set in markingpicker by using the deep clone constructor * whoops (deep cloning a marking now copies the marking id) * adds replace function for markingset * points should now update after the markings are remove/added * merging base layer sprites into a humanoid should now clear them before merging * sets dirty range start to count only if the dirty range start was never set above 0 * fixes up some issues with singlemarkingpicker * color selector sliders in single marking picker should now expand * hair from hair pickers should now apply in profile loading (client-side) * category in singlemarkingpicker now sets the private category variable * slot selector should now populate * single marking picker buttons now have text, also shows the category name over all user-clickable elements * removes a comment * removing hair slots now sets it to bald, defaults to zero used slots if current hair is bald on hair/facial hair * random skin color, eye color * populate colors now checks if the marking count is greater than zero in singlemarkingpicker * hair/facial hair pickers now just get the first possible hair from the respective species list * different approach to random skin color * oh, that's why it wasn't working * randomize everything now just updates every single control * selecting a new marking in SingleMarkingPicker should attempt to copy over old colors, populate list now uses cache, * markingmanager now uses OnlyWhitelisted to populate by category and species * filterspecies now uses onlyWhitelist to filter markings based on whitelist or not * oops * ui fix for singlemarkingpicker, ensures that cache is not null if it is null when populatelist is called * order of operations for the horizontal expand for add/remove * hair pickers should now update when you add/remove the hair slot * fixes variable naming error in character appearance * loc string fix in singlemarkingpicker * lizards, vox now have onlyWhitelist, vox restriction for hair/facialhairs * having zero possible hairs should no longer cause an exception in randomization * setting species should now update hair pickers * ignore categories for marking picker * and a clear as well for the category button * places that functionality in its own function instead * adds eye base sprite, vox now also have their own custom eye sprites * loading a profile client-side should do FilterSpecies for markings now * client-side load profile does filter species after adding in the hairs now * magic mirror * callbacks now call the callback instead of adding it on construct * whoops * in removemarking too * adds missing synchronize calls * comments out an updateinterface call in magic mirror * magic mirror window title, minimum sizing * fixes minsize, adds warning for players who try to set their hair for species that have no hair * removes spaces in xaml * namespace changes/organization * whoopsie (merge conflicts) * re-enables identity from humanoid component * damagevisuals now uses the enum given to it instead of the layerstate given on that layer tied to the enum * removes commas from json * changes to visuals system so the change is consistent * chest * reptilian * visualizer system now handles body sprite setting/coloration, similar to how characterappearance did it not a big fan of this * adds a check in applybasesprites * adding/removing parts should now make them invisible on a humanoid * body part removal/adding now enumerates over sublayers instead * synchro now runs in bodycomponent startup * parts instead of slots * humanoidcompnent check * switches from rsi to actualrsi * removes all the body stuff (too slow) * cleans up resolves from humanoid visualizer system * merging sprites now checks if the base sprites have been modified or not (through things like species changes, or custom base sprite changes) * not forgetting that one again * merging now returns an actual dirty value * replaces the sequenceequal with a more accurate solution * permanent layers, layer visibility on add/remove part in body * should send all hidden layers over now * isdirty in visualizer system for base layers * isdirty checks count as well * ok, IsDirty should now set the base layers if the merged sprites are different * equals override in HumanoidSpritePrototypes.cs temporary until record prototypes :heck: * makes fields readonly, equates IDs instead * adds forced markings through marking picker * forced in humanoidsystem api, ignorespecies in markingpicker * marking bui * makes that serializable as well * ignore species/forced toggles now work * adds icon to modifier verb, interface and keys to humanoid bases * needs the actual enum value to open, no? * makes the key the actual key * actions now propagate upwards * ignore species when set now repopulates markingpicker * modifiable base layers in the markings window * oops! * layout changes * info box should now appear * adds ignorespecies for marking picker, collapsible for base layer section of appearance modification window * collapsible layout moment * if base layers have changed, all markings are now dirty (and if a base layer is missing, the marking is still 'applied' but it's now just invisible * small change to marking visibility * small changes to modifier UI * markings now match skin on zombification * zombie stuff * makes the line edit in marking modifier window more obvious * disables vox on round start * horizontal expand on the single label in base layer modifiers * humanoid profiles in prototypes * randomhumanoidappearance won't work if the humanoid has a profile already stored * removes unused code * documentation in humanoidsystem server-side * documentation in shared/client * whoops * converts accessory into marking in locale files (also adds marking loc string into single marking picker) * be gone, shared humanoid appearance system from the last upstream merge * species ignore on randomization (defaults to no ignored species) * more upstream merge parts that bypassed any errors before merge * addresses review (also just adds typeserializers in some places) * submodule moment * upstream merge issues
315 lines
12 KiB
C#
315 lines
12 KiB
C#
using System.Linq;
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using Content.Server.Actions;
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using Content.Server.Chat.Managers;
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using Content.Server.Disease;
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using Content.Server.GameTicking.Rules.Configurations;
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using Content.Server.Humanoid;
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using Content.Server.Mind.Components;
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using Content.Server.MobState;
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using Content.Server.Players;
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using Content.Server.Popups;
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using Content.Server.Preferences.Managers;
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using Content.Server.RoundEnd;
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using Content.Server.Traitor;
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using Content.Server.Zombies;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.CCVar;
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using Content.Shared.FixedPoint;
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using Content.Shared.MobState;
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using Content.Shared.MobState.Components;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Zombies;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules;
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public sealed class ZombieRuleSystem : GameRuleSystem
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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 IPlayerManager _playerManager = default!;
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[Dependency] private readonly IServerPreferencesManager _prefs = default!;
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[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly DiseaseSystem _diseaseSystem = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly ActionsSystem _action = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
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private Dictionary<string, string> _initialInfectedNames = new();
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public override string Prototype => "Zombie";
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private const string PatientZeroPrototypeID = "InitialInfected";
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private const string InitialZombieVirusPrototype = "PassiveZombieVirus";
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private const string ZombifySelfActionPrototype = "TurnUndead";
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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<MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
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SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnJobAssigned);
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SubscribeLocalEvent<EntityZombifiedEvent>(OnEntityZombified);
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SubscribeLocalEvent<ZombifyOnDeathComponent, ZombifySelfActionEvent>(OnZombifySelf);
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}
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private void OnRoundEndText(RoundEndTextAppendEvent ev)
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{
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if (!RuleAdded)
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return;
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//this is just the general condition thing used for determining the win/lose text
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var percent = GetInfectedPercentage(out var livingHumans);
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if (percent <= 0)
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ev.AddLine(Loc.GetString("zombie-round-end-amount-none"));
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else if (percent <= 0.25)
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ev.AddLine(Loc.GetString("zombie-round-end-amount-low"));
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else if (percent <= 0.5)
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ev.AddLine(Loc.GetString("zombie-round-end-amount-medium", ("percent", Math.Round((percent * 100), 2).ToString())));
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else if (percent < 1)
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ev.AddLine(Loc.GetString("zombie-round-end-amount-high", ("percent", Math.Round((percent * 100), 2).ToString())));
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else
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ev.AddLine(Loc.GetString("zombie-round-end-amount-all"));
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ev.AddLine(Loc.GetString("zombie-round-end-initial-count", ("initialCount", _initialInfectedNames.Count)));
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foreach (var player in _initialInfectedNames)
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{
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ev.AddLine(Loc.GetString("zombie-round-end-user-was-initial",
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("name", player.Key),
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("username", player.Value)));
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}
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//Gets a bunch of the living players and displays them if they're under a threshold.
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//InitialInfected is used for the threshold because it scales with the player count well.
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if (livingHumans.Count > 0 && livingHumans.Count <= _initialInfectedNames.Count)
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{
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ev.AddLine("");
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ev.AddLine(Loc.GetString("zombie-round-end-survivor-count", ("count", livingHumans.Count)));
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foreach (var survivor in livingHumans)
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{
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var meta = MetaData(survivor);
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var username = string.Empty;
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if (TryComp<MindComponent>(survivor, out var mindcomp))
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if (mindcomp.Mind != null && mindcomp.Mind.Session != null)
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username = mindcomp.Mind.Session.Name;
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ev.AddLine(Loc.GetString("zombie-round-end-user-was-survivor",
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("name", meta.EntityName),
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("username", username)));
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}
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}
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}
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private void OnJobAssigned(RulePlayerJobsAssignedEvent ev)
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{
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if (!RuleAdded)
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return;
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_initialInfectedNames = new();
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InfectInitialPlayers();
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}
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/// <remarks>
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/// This is just checked if the last human somehow dies
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/// by starving or flying off into space.
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/// </remarks>
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private void OnMobStateChanged(MobStateChangedEvent ev)
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{
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if (!RuleAdded)
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return;
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CheckRoundEnd(ev.Entity);
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}
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private void OnEntityZombified(EntityZombifiedEvent ev)
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{
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if (!RuleAdded)
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return;
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CheckRoundEnd(ev.Target);
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}
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/// <summary>
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/// The big kahoona function for checking if the round is gonna end
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/// </summary>
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/// <param name="target">depending on this uid, we should care about the round ending</param>
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private void CheckRoundEnd(EntityUid target)
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{
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//we only care about players, not monkeys and such.
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if (!HasComp<HumanoidComponent>(target))
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return;
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var percent = GetInfectedPercentage(out var num);
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if (num.Count == 1) //only one human left. spooky
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_popup.PopupEntity(Loc.GetString("zombie-alone"), num[0], Filter.Entities(num[0]));
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if (percent >= 1) //oops, all zombies
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_roundEndSystem.EndRound();
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}
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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if (!RuleAdded)
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return;
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var minPlayers = _cfg.GetCVar(CCVars.ZombieMinPlayers);
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
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ev.Cancel();
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return;
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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("zombie-no-one-ready"));
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ev.Cancel();
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return;
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}
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}
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public override void Started()
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{
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//this technically will run twice with zombies on roundstart, but it doesn't matter because it fails instantly
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InfectInitialPlayers();
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}
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public override void Ended() { }
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private void OnZombifySelf(EntityUid uid, ZombifyOnDeathComponent component, ZombifySelfActionEvent args)
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{
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_zombify.ZombifyEntity(uid);
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var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombifySelfActionPrototype));
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_action.RemoveAction(uid, action);
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}
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private float GetInfectedPercentage(out List<EntityUid> livingHumans)
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{
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var allPlayers = EntityQuery<HumanoidComponent, MobStateComponent>(true);
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var allZombers = GetEntityQuery<ZombieComponent>();
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var totalPlayers = new List<EntityUid>();
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var livingZombies = new List<EntityUid>();
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livingHumans = new();
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foreach (var (_, mob) in allPlayers)
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{
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if (_mobState.IsAlive(mob.Owner, mob))
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{
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totalPlayers.Add(mob.Owner);
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if (allZombers.HasComponent(mob.Owner))
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livingZombies.Add(mob.Owner);
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else
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livingHumans.Add(mob.Owner);
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}
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}
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return ((float) livingZombies.Count) / (float) totalPlayers.Count;
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}
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/// <summary>
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/// Infects the first players with the passive zombie virus.
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/// Also records their names for the end of round screen.
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/// </summary>
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/// <remarks>
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/// The reason this code is written separately is to facilitate
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/// allowing this gamemode to be started midround. As such, it doesn't need
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/// any information besides just running.
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/// </remarks>
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private void InfectInitialPlayers()
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{
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var allPlayers = _playerManager.ServerSessions.ToList();
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var playerList = new List<IPlayerSession>();
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var prefList = new List<IPlayerSession>();
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foreach (var player in allPlayers)
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{
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if (player.AttachedEntity != null)
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{
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playerList.Add(player);
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var pref = (HumanoidCharacterProfile) _prefs.GetPreferences(player.UserId).SelectedCharacter;
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if (pref.AntagPreferences.Contains(PatientZeroPrototypeID))
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prefList.Add(player);
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}
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}
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if (playerList.Count == 0)
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return;
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var playersPerInfected = _cfg.GetCVar(CCVars.ZombiePlayersPerInfected);
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var maxInfected = _cfg.GetCVar(CCVars.ZombieMaxInitialInfected);
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var numInfected = Math.Max(1,
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(int) Math.Min(
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Math.Floor((double) playerList.Count / playersPerInfected), maxInfected));
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for (var i = 0; i < numInfected; i++)
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{
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IPlayerSession zombie;
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if (prefList.Count == 0)
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{
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if (playerList.Count == 0)
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{
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Logger.InfoS("preset", "Insufficient number of players. stopping selection.");
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break;
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}
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zombie = _random.PickAndTake(playerList);
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Logger.InfoS("preset", "Insufficient preferred patient 0, picking at random.");
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}
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else
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{
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zombie = _random.PickAndTake(prefList);
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playerList.Remove(zombie);
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Logger.InfoS("preset", "Selected a patient 0.");
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}
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var mind = zombie.Data.ContentData()?.Mind;
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if (mind == null)
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{
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Logger.ErrorS("preset", "Failed getting mind for picked patient 0.");
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continue;
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}
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DebugTools.AssertNotNull(mind.OwnedEntity);
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mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(PatientZeroPrototypeID)));
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var inCharacterName = string.Empty;
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if (mind.OwnedEntity != null)
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{
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_diseaseSystem.TryAddDisease(mind.OwnedEntity.Value, InitialZombieVirusPrototype);
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inCharacterName = MetaData(mind.OwnedEntity.Value).EntityName;
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var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombifySelfActionPrototype));
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_action.AddAction(mind.OwnedEntity.Value, action, null);
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}
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if (mind.Session != null)
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{
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var messageWrapper = Loc.GetString("chat-manager-server-wrap-message");
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//gets the names now in case the players leave.
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//this gets unhappy if people with the same name get chose. Probably shouldn't happen.
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_initialInfectedNames.Add(inCharacterName, mind.Session.Name);
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// I went all the way to ChatManager.cs and all i got was this lousy T-shirt
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_chatManager.ChatMessageToOne(Shared.Chat.ChatChannel.Server, Loc.GetString("zombie-patientzero-role-greeting"),
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messageWrapper, default, false, mind.Session.ConnectedClient, Color.Plum);
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}
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}
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}
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}
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