Files
tbd-station-14/Content.Server/GameTicking/Rules/ZombieRuleSystem.cs
Flipp Syder 5a0a04bde7 Humanoid appearance refactor (#10882)
* 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
2022-09-22 17:19:00 -05:00

315 lines
12 KiB
C#

using System.Linq;
using Content.Server.Actions;
using Content.Server.Chat.Managers;
using Content.Server.Disease;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.Humanoid;
using Content.Server.Mind.Components;
using Content.Server.MobState;
using Content.Server.Players;
using Content.Server.Popups;
using Content.Server.Preferences.Managers;
using Content.Server.RoundEnd;
using Content.Server.Traitor;
using Content.Server.Zombies;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.CCVar;
using Content.Shared.FixedPoint;
using Content.Shared.MobState;
using Content.Shared.MobState.Components;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Content.Shared.Zombies;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
public sealed class ZombieRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IServerPreferencesManager _prefs = default!;
[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
[Dependency] private readonly DiseaseSystem _diseaseSystem = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly ActionsSystem _action = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
private Dictionary<string, string> _initialInfectedNames = new();
public override string Prototype => "Zombie";
private const string PatientZeroPrototypeID = "InitialInfected";
private const string InitialZombieVirusPrototype = "PassiveZombieVirus";
private const string ZombifySelfActionPrototype = "TurnUndead";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnJobAssigned);
SubscribeLocalEvent<EntityZombifiedEvent>(OnEntityZombified);
SubscribeLocalEvent<ZombifyOnDeathComponent, ZombifySelfActionEvent>(OnZombifySelf);
}
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
if (!RuleAdded)
return;
//this is just the general condition thing used for determining the win/lose text
var percent = GetInfectedPercentage(out var livingHumans);
if (percent <= 0)
ev.AddLine(Loc.GetString("zombie-round-end-amount-none"));
else if (percent <= 0.25)
ev.AddLine(Loc.GetString("zombie-round-end-amount-low"));
else if (percent <= 0.5)
ev.AddLine(Loc.GetString("zombie-round-end-amount-medium", ("percent", Math.Round((percent * 100), 2).ToString())));
else if (percent < 1)
ev.AddLine(Loc.GetString("zombie-round-end-amount-high", ("percent", Math.Round((percent * 100), 2).ToString())));
else
ev.AddLine(Loc.GetString("zombie-round-end-amount-all"));
ev.AddLine(Loc.GetString("zombie-round-end-initial-count", ("initialCount", _initialInfectedNames.Count)));
foreach (var player in _initialInfectedNames)
{
ev.AddLine(Loc.GetString("zombie-round-end-user-was-initial",
("name", player.Key),
("username", player.Value)));
}
//Gets a bunch of the living players and displays them if they're under a threshold.
//InitialInfected is used for the threshold because it scales with the player count well.
if (livingHumans.Count > 0 && livingHumans.Count <= _initialInfectedNames.Count)
{
ev.AddLine("");
ev.AddLine(Loc.GetString("zombie-round-end-survivor-count", ("count", livingHumans.Count)));
foreach (var survivor in livingHumans)
{
var meta = MetaData(survivor);
var username = string.Empty;
if (TryComp<MindComponent>(survivor, out var mindcomp))
if (mindcomp.Mind != null && mindcomp.Mind.Session != null)
username = mindcomp.Mind.Session.Name;
ev.AddLine(Loc.GetString("zombie-round-end-user-was-survivor",
("name", meta.EntityName),
("username", username)));
}
}
}
private void OnJobAssigned(RulePlayerJobsAssignedEvent ev)
{
if (!RuleAdded)
return;
_initialInfectedNames = new();
InfectInitialPlayers();
}
/// <remarks>
/// This is just checked if the last human somehow dies
/// by starving or flying off into space.
/// </remarks>
private void OnMobStateChanged(MobStateChangedEvent ev)
{
if (!RuleAdded)
return;
CheckRoundEnd(ev.Entity);
}
private void OnEntityZombified(EntityZombifiedEvent ev)
{
if (!RuleAdded)
return;
CheckRoundEnd(ev.Target);
}
/// <summary>
/// The big kahoona function for checking if the round is gonna end
/// </summary>
/// <param name="target">depending on this uid, we should care about the round ending</param>
private void CheckRoundEnd(EntityUid target)
{
//we only care about players, not monkeys and such.
if (!HasComp<HumanoidComponent>(target))
return;
var percent = GetInfectedPercentage(out var num);
if (num.Count == 1) //only one human left. spooky
_popup.PopupEntity(Loc.GetString("zombie-alone"), num[0], Filter.Entities(num[0]));
if (percent >= 1) //oops, all zombies
_roundEndSystem.EndRound();
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
if (!RuleAdded)
return;
var minPlayers = _cfg.GetCVar(CCVars.ZombieMinPlayers);
if (!ev.Forced && ev.Players.Length < minPlayers)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
ev.Cancel();
return;
}
if (ev.Players.Length == 0)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-no-one-ready"));
ev.Cancel();
return;
}
}
public override void Started()
{
//this technically will run twice with zombies on roundstart, but it doesn't matter because it fails instantly
InfectInitialPlayers();
}
public override void Ended() { }
private void OnZombifySelf(EntityUid uid, ZombifyOnDeathComponent component, ZombifySelfActionEvent args)
{
_zombify.ZombifyEntity(uid);
var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombifySelfActionPrototype));
_action.RemoveAction(uid, action);
}
private float GetInfectedPercentage(out List<EntityUid> livingHumans)
{
var allPlayers = EntityQuery<HumanoidComponent, MobStateComponent>(true);
var allZombers = GetEntityQuery<ZombieComponent>();
var totalPlayers = new List<EntityUid>();
var livingZombies = new List<EntityUid>();
livingHumans = new();
foreach (var (_, mob) in allPlayers)
{
if (_mobState.IsAlive(mob.Owner, mob))
{
totalPlayers.Add(mob.Owner);
if (allZombers.HasComponent(mob.Owner))
livingZombies.Add(mob.Owner);
else
livingHumans.Add(mob.Owner);
}
}
return ((float) livingZombies.Count) / (float) totalPlayers.Count;
}
/// <summary>
/// Infects the first players with the passive zombie virus.
/// Also records their names for the end of round screen.
/// </summary>
/// <remarks>
/// The reason this code is written separately is to facilitate
/// allowing this gamemode to be started midround. As such, it doesn't need
/// any information besides just running.
/// </remarks>
private void InfectInitialPlayers()
{
var allPlayers = _playerManager.ServerSessions.ToList();
var playerList = new List<IPlayerSession>();
var prefList = new List<IPlayerSession>();
foreach (var player in allPlayers)
{
if (player.AttachedEntity != null)
{
playerList.Add(player);
var pref = (HumanoidCharacterProfile) _prefs.GetPreferences(player.UserId).SelectedCharacter;
if (pref.AntagPreferences.Contains(PatientZeroPrototypeID))
prefList.Add(player);
}
}
if (playerList.Count == 0)
return;
var playersPerInfected = _cfg.GetCVar(CCVars.ZombiePlayersPerInfected);
var maxInfected = _cfg.GetCVar(CCVars.ZombieMaxInitialInfected);
var numInfected = Math.Max(1,
(int) Math.Min(
Math.Floor((double) playerList.Count / playersPerInfected), maxInfected));
for (var i = 0; i < numInfected; i++)
{
IPlayerSession zombie;
if (prefList.Count == 0)
{
if (playerList.Count == 0)
{
Logger.InfoS("preset", "Insufficient number of players. stopping selection.");
break;
}
zombie = _random.PickAndTake(playerList);
Logger.InfoS("preset", "Insufficient preferred patient 0, picking at random.");
}
else
{
zombie = _random.PickAndTake(prefList);
playerList.Remove(zombie);
Logger.InfoS("preset", "Selected a patient 0.");
}
var mind = zombie.Data.ContentData()?.Mind;
if (mind == null)
{
Logger.ErrorS("preset", "Failed getting mind for picked patient 0.");
continue;
}
DebugTools.AssertNotNull(mind.OwnedEntity);
mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(PatientZeroPrototypeID)));
var inCharacterName = string.Empty;
if (mind.OwnedEntity != null)
{
_diseaseSystem.TryAddDisease(mind.OwnedEntity.Value, InitialZombieVirusPrototype);
inCharacterName = MetaData(mind.OwnedEntity.Value).EntityName;
var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombifySelfActionPrototype));
_action.AddAction(mind.OwnedEntity.Value, action, null);
}
if (mind.Session != null)
{
var messageWrapper = Loc.GetString("chat-manager-server-wrap-message");
//gets the names now in case the players leave.
//this gets unhappy if people with the same name get chose. Probably shouldn't happen.
_initialInfectedNames.Add(inCharacterName, mind.Session.Name);
// I went all the way to ChatManager.cs and all i got was this lousy T-shirt
_chatManager.ChatMessageToOne(Shared.Chat.ChatChannel.Server, Loc.GetString("zombie-patientzero-role-greeting"),
messageWrapper, default, false, mind.Session.ConnectedClient, Color.Plum);
}
}
}
}