859 lines
30 KiB
C#
859 lines
30 KiB
C#
using System.Linq;
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using Content.Server.CharacterAppearance.Components;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Configurations;
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using Content.Server.Ghost.Roles.Components;
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using Content.Server.Ghost.Roles.Events;
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using Content.Server.Mind.Components;
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using Content.Server.Nuke;
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using Content.Server.RoundEnd;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Spawners.Components;
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using Content.Server.Station.Systems;
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using Content.Shared.MobState;
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using Content.Shared.Dataset;
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using Content.Shared.Roles;
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using Robust.Server.Maps;
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using Robust.Server.Player;
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using Robust.Shared.Map;
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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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using Content.Server.Traitor;
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using Content.Shared.MobState.Components;
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using System.Data;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Station.Components;
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using Content.Shared.Chat;
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using Content.Shared.Nuke;
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using Robust.Server.GameObjects;
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using Content.Server.NPC.Components;
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using Content.Server.NPC.Systems;
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using Content.Server.Traitor.Uplink;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Content.Server.Administration.Commands;
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using Content.Server.Humanoid.Systems;
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using Content.Shared.Preferences;
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using Content.Server.Preferences.Managers;
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namespace Content.Server.GameTicking.Rules;
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public sealed class NukeopsRuleSystem : 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 IServerPreferencesManager _prefs = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPlayerManager _playerSystem = default!;
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[Dependency] private readonly FactionSystem _faction = default!;
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[Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[Dependency] private readonly ShuttleSystem _shuttleSystem = default!;
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[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly MapLoaderSystem _map = default!;
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[Dependency] private readonly RandomHumanoidSystem _randomHumanoid = default!;
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private enum WinType
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{
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/// <summary>
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/// Operative major win. This means they nuked the station.
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/// </summary>
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OpsMajor,
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/// <summary>
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/// Minor win. All nukies were alive at the end of the round.
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/// Alternatively, some nukies were alive, but the disk was left behind.
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/// </summary>
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OpsMinor,
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/// <summary>
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/// Neutral win. The nuke exploded, but on the wrong station.
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/// </summary>
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Neutral,
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/// <summary>
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/// Crew minor win. The nuclear authentication disk escaped on the shuttle,
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/// but some nukies were alive.
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/// </summary>
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CrewMinor,
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/// <summary>
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/// Crew major win. This means they either killed all nukies,
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/// or the bomb exploded too far away from the station, or on the nukie moon.
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/// </summary>
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CrewMajor
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}
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private enum WinCondition
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{
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NukeExplodedOnCorrectStation,
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NukeExplodedOnNukieOutpost,
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NukeExplodedOnIncorrectLocation,
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NukeActiveInStation,
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NukeActiveAtCentCom,
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NukeDiskOnCentCom,
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NukeDiskNotOnCentCom,
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NukiesAbandoned,
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AllNukiesDead,
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SomeNukiesAlive,
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AllNukiesAlive
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}
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private WinType _winType = WinType.Neutral;
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private WinType RuleWinType
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{
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get => _winType;
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set
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{
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_winType = value;
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if (value == WinType.CrewMajor || value == WinType.OpsMajor)
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{
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_roundEndSystem.EndRound();
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}
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}
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}
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private List<WinCondition> _winConditions = new ();
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private MapId? _nukiePlanet;
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// TODO: use components, don't just cache entity UIDs
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// There have been (and probably still are) bugs where these refer to deleted entities from old rounds.
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private EntityUid? _nukieOutpost;
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private EntityUid? _nukieShuttle;
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private EntityUid? _targetStation;
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public override string Prototype => "Nukeops";
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private NukeopsRuleConfiguration _nukeopsRuleConfig = new();
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/// <summary>
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/// Cached starting gear prototypes.
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/// </summary>
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private readonly Dictionary<string, StartingGearPrototype> _startingGearPrototypes = new ();
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/// <summary>
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/// Cached operator name prototypes.
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/// </summary>
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private readonly Dictionary<string, List<string>> _operativeNames = new();
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/// <summary>
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/// Data to be used in <see cref="OnMindAdded"/> for an operative once the Mind has been added.
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/// </summary>
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private readonly Dictionary<EntityUid, string> _operativeMindPendingData = new();
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/// <summary>
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/// Players who played as an operative at some point in the round.
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/// </summary>
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private readonly HashSet<IPlayerSession> _operativePlayers = new();
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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<RulePlayerSpawningEvent>(OnPlayersSpawning);
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SubscribeLocalEvent<NukeOperativeComponent, MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
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SubscribeLocalEvent<NukeExplodedEvent>(OnNukeExploded);
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SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRunLevelChanged);
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SubscribeLocalEvent<NukeDisarmSuccessEvent>(OnNukeDisarm);
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SubscribeLocalEvent<NukeOperativeComponent, GhostRoleSpawnerUsedEvent>(OnPlayersGhostSpawning);
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SubscribeLocalEvent<NukeOperativeComponent, MindAddedMessage>(OnMindAdded);
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SubscribeLocalEvent<NukeOperativeComponent, ComponentInit>(OnComponentInit);
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SubscribeLocalEvent<NukeOperativeComponent, ComponentRemove>(OnComponentRemove);
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}
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private void OnComponentInit(EntityUid uid, NukeOperativeComponent component, ComponentInit args)
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{
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// If entity has a prior mind attached, add them to the players list.
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if (!TryComp<MindComponent>(uid, out var mindComponent) || !RuleAdded)
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return;
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var session = mindComponent.Mind?.Session;
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if (session != null)
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_operativePlayers.Add(session);
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}
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private void OnComponentRemove(EntityUid uid, NukeOperativeComponent component, ComponentRemove args)
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{
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CheckRoundShouldEnd();
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}
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private void OnNukeExploded(NukeExplodedEvent ev)
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{
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if (!RuleAdded)
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return;
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if (ev.OwningStation != null)
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{
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if (ev.OwningStation == _nukieOutpost)
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{
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_winConditions.Add(WinCondition.NukeExplodedOnNukieOutpost);
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RuleWinType = WinType.CrewMajor;
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return;
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}
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if (TryComp(_targetStation, out StationDataComponent? data))
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{
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foreach (var grid in data.Grids)
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{
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if (grid != ev.OwningStation)
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{
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continue;
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}
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_winConditions.Add(WinCondition.NukeExplodedOnCorrectStation);
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RuleWinType = WinType.OpsMajor;
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return;
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}
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}
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_winConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
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}
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else
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{
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_winConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
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}
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_roundEndSystem.EndRound();
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}
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private void OnRunLevelChanged(GameRunLevelChangedEvent ev)
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{
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switch (ev.New)
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{
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case GameRunLevel.InRound:
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OnRoundStart();
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break;
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case GameRunLevel.PostRound:
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OnRoundEnd();
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break;
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}
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}
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private void OnRoundStart()
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{
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// TODO: This needs to try and target a Nanotrasen station. At the very least,
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// we can only currently guarantee that NT stations are the only station to
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// exist in the base game.
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_targetStation = _stationSystem.Stations.FirstOrNull();
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if (_targetStation == null)
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{
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return;
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}
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var filter = Filter.Empty();
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foreach (var nukie in EntityQuery<NukeOperativeComponent>())
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{
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if (!TryComp<ActorComponent>(nukie.Owner, out var actor))
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{
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continue;
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}
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_chatManager.DispatchServerMessage(actor.PlayerSession, Loc.GetString("nukeops-welcome", ("station", _targetStation.Value)));
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filter.AddPlayer(actor.PlayerSession);
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}
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_audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, filter);
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}
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private void OnRoundEnd()
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{
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// If the win condition was set to operative/crew major win, ignore.
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if (RuleWinType == WinType.OpsMajor || RuleWinType == WinType.CrewMajor)
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{
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return;
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}
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foreach (var (nuke, nukeTransform) in EntityManager.EntityQuery<NukeComponent, TransformComponent>(true))
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{
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if (nuke.Status != NukeStatus.ARMED)
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{
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continue;
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}
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// UH OH
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if (nukeTransform.MapID == _shuttleSystem.CentComMap)
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{
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_winConditions.Add(WinCondition.NukeActiveAtCentCom);
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RuleWinType = WinType.OpsMajor;
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return;
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}
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if (nukeTransform.GridUid == null || _targetStation == null)
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{
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continue;
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}
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if (!TryComp(_targetStation.Value, out StationDataComponent? data))
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{
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continue;
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}
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foreach (var grid in data.Grids)
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{
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if (grid != nukeTransform.GridUid)
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{
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continue;
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}
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_winConditions.Add(WinCondition.NukeActiveInStation);
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RuleWinType = WinType.OpsMajor;
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return;
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}
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}
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var allAlive = true;
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foreach (var (_, state) in EntityQuery<NukeOperativeComponent, MobStateComponent>())
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{
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if (state.CurrentState is DamageState.Alive)
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{
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continue;
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}
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allAlive = false;
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break;
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}
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// If all nuke ops were alive at the end of the round,
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// the nuke ops win. This is to prevent people from
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// running away the moment nuke ops appear.
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if (allAlive)
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{
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RuleWinType = WinType.OpsMinor;
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_winConditions.Add(WinCondition.AllNukiesAlive);
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return;
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}
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_winConditions.Add(WinCondition.SomeNukiesAlive);
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var diskAtCentCom = false;
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foreach (var (comp, transform) in EntityManager.EntityQuery<NukeDiskComponent, TransformComponent>())
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{
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var diskMapId = transform.MapID;
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diskAtCentCom = _shuttleSystem.CentComMap == diskMapId;
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// TODO: The target station should be stored, and the nuke disk should store its original station.
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// This is fine for now, because we can assume a single station in base SS14.
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break;
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}
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// If the disk is currently at Central Command, the crew wins - just slightly.
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// This also implies that some nuclear operatives have died.
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if (diskAtCentCom)
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{
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RuleWinType = WinType.CrewMinor;
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_winConditions.Add(WinCondition.NukeDiskOnCentCom);
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}
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// Otherwise, the nuke ops win.
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else
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{
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RuleWinType = WinType.OpsMinor;
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_winConditions.Add(WinCondition.NukeDiskNotOnCentCom);
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}
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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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var winText = Loc.GetString($"nukeops-{_winType.ToString().ToLower()}");
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ev.AddLine(winText);
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foreach (var cond in _winConditions)
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{
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var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}");
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ev.AddLine(text);
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}
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ev.AddLine(Loc.GetString("nukeops-list-start"));
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foreach (var nukeop in _operativePlayers)
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{
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ev.AddLine($"- {nukeop.Name}");
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}
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}
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private void CheckRoundShouldEnd()
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{
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if (!RuleAdded || RuleWinType == WinType.CrewMajor || RuleWinType == WinType.OpsMajor)
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return;
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// If there are any nuclear bombs that are active, immediately return. We're not over yet.
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foreach (var nuke in EntityQuery<NukeComponent>())
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{
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if (nuke.Status == NukeStatus.ARMED)
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{
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return;
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}
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}
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MapId? shuttleMapId = EntityManager.EntityExists(_nukieShuttle)
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? Transform(_nukieShuttle!.Value).MapID
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: null;
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MapId? targetStationMap = null;
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if (_targetStation != null && TryComp(_targetStation, out StationDataComponent? data))
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{
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var grid = data.Grids.FirstOrNull();
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targetStationMap = grid != null
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? Transform(grid.Value).MapID
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: null;
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}
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// Check if there are nuke operatives still alive on the same map as the shuttle,
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// or on the same map as the station.
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// If there are, the round can continue.
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var operatives = EntityQuery<NukeOperativeComponent, MobStateComponent, TransformComponent>(true);
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var operativesAlive = operatives
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.Where(ent =>
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ent.Item3.MapID == shuttleMapId
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|| ent.Item3.MapID == targetStationMap)
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.Any(ent => ent.Item2.CurrentState == DamageState.Alive && ent.Item1.Running);
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if (operativesAlive)
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return; // There are living operatives than can access the shuttle, or are still on the station's map.
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// Check that there are spawns available and that they can access the shuttle.
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var spawnsAvailable = EntityQuery<NukeOperativeSpawnerComponent>(true).Any();
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if (spawnsAvailable && shuttleMapId == _nukiePlanet)
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return; // Ghost spawns can still access the shuttle. Continue the round.
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// The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives,
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// and there are no nuclear operatives on the target station's map.
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if (spawnsAvailable)
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{
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_winConditions.Add(WinCondition.NukiesAbandoned);
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}
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else
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{
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_winConditions.Add(WinCondition.AllNukiesDead);
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}
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RuleWinType = WinType.CrewMajor;
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}
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private void OnNukeDisarm(NukeDisarmSuccessEvent ev)
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{
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CheckRoundShouldEnd();
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}
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private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, MobStateChangedEvent ev)
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{
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if(ev.CurrentMobState == DamageState.Dead)
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CheckRoundShouldEnd();
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}
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private void OnPlayersSpawning(RulePlayerSpawningEvent ev)
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{
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if (!RuleAdded)
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return;
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// Basically copied verbatim from traitor code
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var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative;
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var maxOperatives = _nukeopsRuleConfig.MaxOperatives;
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var everyone = new List<IPlayerSession>(ev.PlayerPool);
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var prefList = new List<IPlayerSession>();
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var cmdrPrefList = new List<IPlayerSession>();
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var operatives = new List<IPlayerSession>();
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// The LINQ expression ReSharper keeps suggesting is completely unintelligible so I'm disabling it
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// ReSharper disable once ForeachCanBeConvertedToQueryUsingAnotherGetEnumerator
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foreach (var player in everyone)
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{
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if (!ev.Profiles.ContainsKey(player.UserId))
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{
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continue;
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}
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var profile = ev.Profiles[player.UserId];
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if (profile.AntagPreferences.Contains(_nukeopsRuleConfig.OperativeRoleProto))
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{
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prefList.Add(player);
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}
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if (profile.AntagPreferences.Contains(_nukeopsRuleConfig.CommanderRolePrototype))
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{
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cmdrPrefList.Add(player);
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}
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}
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var numNukies = MathHelper.Clamp(ev.PlayerPool.Count / playersPerOperative, 1, maxOperatives);
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for (var i = 0; i < numNukies; i++)
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{
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IPlayerSession nukeOp;
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// Only one commander, so we do it at the start
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if (i == 0)
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{
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if (cmdrPrefList.Count == 0)
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{
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if (prefList.Count == 0)
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{
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if (everyone.Count == 0)
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{
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Logger.InfoS("preset", "Insufficient ready players to fill up with nukeops, stopping the selection");
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break;
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}
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nukeOp = _random.PickAndTake(everyone);
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Logger.InfoS("preset", "Insufficient preferred nukeop commanders or nukies, picking at random.");
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}
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else
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{
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nukeOp = _random.PickAndTake(prefList);
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everyone.Remove(nukeOp);
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Logger.InfoS("preset", "Insufficient preferred nukeop commanders, picking at random from regular op list.");
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}
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}
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else
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{
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nukeOp = _random.PickAndTake(cmdrPrefList);
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everyone.Remove(nukeOp);
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prefList.Remove(nukeOp);
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Logger.InfoS("preset", "Selected a preferred nukeop commander.");
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}
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}
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else
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{
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if (prefList.Count == 0)
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{
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if (everyone.Count == 0)
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{
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Logger.InfoS("preset", "Insufficient ready players to fill up with nukeops, stopping the selection");
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break;
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}
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nukeOp = _random.PickAndTake(everyone);
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Logger.InfoS("preset", "Insufficient preferred nukeops, picking at random.");
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}
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else
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{
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nukeOp = _random.PickAndTake(prefList);
|
|
everyone.Remove(nukeOp);
|
|
Logger.InfoS("preset", "Selected a preferred nukeop.");
|
|
}
|
|
}
|
|
operatives.Add(nukeOp);
|
|
}
|
|
|
|
SpawnOperatives(numNukies, operatives, false);
|
|
|
|
foreach(var session in operatives)
|
|
{
|
|
ev.PlayerPool.Remove(session);
|
|
GameTicker.PlayerJoinGame(session);
|
|
_operativePlayers.Add(session);
|
|
}
|
|
}
|
|
|
|
private void OnPlayersGhostSpawning(EntityUid uid, NukeOperativeComponent component, GhostRoleSpawnerUsedEvent args)
|
|
{
|
|
var spawner = args.Spawner;
|
|
|
|
if (!TryComp<NukeOperativeSpawnerComponent>(spawner, out var nukeOpSpawner))
|
|
return;
|
|
|
|
HumanoidCharacterProfile? profile = null;
|
|
if (TryComp(args.Spawned, out ActorComponent? actor))
|
|
profile = _prefs.GetPreferences(actor.PlayerSession.UserId).SelectedCharacter as HumanoidCharacterProfile;
|
|
|
|
SetupOperativeEntity(uid, nukeOpSpawner.OperativeName, nukeOpSpawner.OperativeStartingGear, profile);
|
|
|
|
_operativeMindPendingData.Add(uid, nukeOpSpawner.OperativeRolePrototype);
|
|
}
|
|
|
|
private void OnMindAdded(EntityUid uid, NukeOperativeComponent component, MindAddedMessage args)
|
|
{
|
|
if (!TryComp<MindComponent>(uid, out var mindComponent) || mindComponent.Mind == null)
|
|
return;
|
|
|
|
var mind = mindComponent.Mind;
|
|
|
|
if (_operativeMindPendingData.TryGetValue(uid, out var role))
|
|
{
|
|
mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(role)));
|
|
_operativeMindPendingData.Remove(uid);
|
|
}
|
|
|
|
if (!mind.TryGetSession(out var playerSession))
|
|
return;
|
|
|
|
_operativePlayers.Add(playerSession);
|
|
|
|
if (_ticker.RunLevel != GameRunLevel.InRound)
|
|
return;
|
|
|
|
if (_nukeopsRuleConfig.GreetSound != null)
|
|
_audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, Filter.Empty().AddPlayer(playerSession));
|
|
|
|
if (_targetStation != null && !string.IsNullOrEmpty(Name(_targetStation.Value)))
|
|
_chatManager.DispatchServerMessage(playerSession, Loc.GetString("nukeops-welcome", ("station", _targetStation.Value)));
|
|
}
|
|
|
|
private bool SpawnMap()
|
|
{
|
|
if (_nukiePlanet != null)
|
|
return true; // Map is already loaded.
|
|
|
|
var path = _nukeopsRuleConfig.NukieOutpostMap;
|
|
var shuttlePath = _nukeopsRuleConfig.NukieShuttleMap;
|
|
if (path == null)
|
|
{
|
|
Logger.ErrorS("nukies", "No station map specified for nukeops!");
|
|
return false;
|
|
}
|
|
|
|
if (shuttlePath == null)
|
|
{
|
|
Logger.ErrorS("nukies", "No shuttle map specified for nukeops!");
|
|
return false;
|
|
}
|
|
|
|
var mapId = _mapManager.CreateMap();
|
|
|
|
var outpostGrids = _map.LoadMap(mapId, path.ToString());
|
|
if (outpostGrids.Count == 0)
|
|
{
|
|
Logger.ErrorS("nukies", $"Error loading map {path} for nukies!");
|
|
return false;
|
|
}
|
|
|
|
// Assume the first grid is the outpost grid.
|
|
_nukieOutpost = outpostGrids[0];
|
|
|
|
// Listen I just don't want it to overlap.
|
|
var shuttleId = _map.LoadGrid(mapId, shuttlePath.ToString(), new MapLoadOptions()
|
|
{
|
|
Offset = Vector2.One * 1000f,
|
|
});
|
|
|
|
// Naughty, someone saved the shuttle as a map.
|
|
if (Deleted(shuttleId))
|
|
{
|
|
Logger.ErrorS("nukeops", $"Tried to load nukeops shuttle as a map, aborting.");
|
|
_mapManager.DeleteMap(mapId);
|
|
return false;
|
|
}
|
|
|
|
if (TryComp<ShuttleComponent>(shuttleId, out var shuttle))
|
|
{
|
|
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<ShuttleSystem>().TryFTLDock(shuttle, _nukieOutpost.Value);
|
|
}
|
|
|
|
_nukiePlanet = mapId;
|
|
_nukieShuttle = shuttleId;
|
|
|
|
return true;
|
|
}
|
|
|
|
private (string Name, string Role, string Gear) GetOperativeSpawnDetails(int spawnNumber)
|
|
{
|
|
string name;
|
|
string role;
|
|
string gear;
|
|
|
|
// Spawn the Commander then Agent first.
|
|
switch (spawnNumber)
|
|
{
|
|
case 0:
|
|
name = Loc.GetString("nukeops-role-commander") + " " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.EliteNames]);
|
|
role = _nukeopsRuleConfig.CommanderRolePrototype;
|
|
gear = _nukeopsRuleConfig.CommanderStartGearPrototype;
|
|
break;
|
|
case 1:
|
|
name = Loc.GetString("nukeops-role-agent") + " " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.NormalNames]);
|
|
role = _nukeopsRuleConfig.OperativeRoleProto;
|
|
gear = _nukeopsRuleConfig.MedicStartGearPrototype;
|
|
break;
|
|
default:
|
|
name = Loc.GetString("nukeops-role-operator") + " " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.NormalNames]);
|
|
role = _nukeopsRuleConfig.OperativeRoleProto;
|
|
gear = _nukeopsRuleConfig.OperativeStartGearPrototype;
|
|
break;
|
|
}
|
|
|
|
return (name, role, gear);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds missing nuke operative components, equips starting gear and renames the entity.
|
|
/// </summary>
|
|
private void SetupOperativeEntity(EntityUid mob, string name, string gear, HumanoidCharacterProfile? profile)
|
|
{
|
|
MetaData(mob).EntityName = name;
|
|
EntityManager.EnsureComponent<RandomHumanoidAppearanceComponent>(mob);
|
|
EntityManager.EnsureComponent<NukeOperativeComponent>(mob);
|
|
|
|
if(_startingGearPrototypes.TryGetValue(gear, out var gearPrototype))
|
|
_stationSpawningSystem.EquipStartingGear(mob, gearPrototype, profile);
|
|
|
|
_faction.RemoveFaction(mob, "NanoTrasen", false);
|
|
_faction.AddFaction(mob, "Syndicate", true);
|
|
}
|
|
|
|
private void SpawnOperatives(int spawnCount, List<IPlayerSession> sessions, bool addSpawnPoints)
|
|
{
|
|
if (_nukieOutpost == null)
|
|
return;
|
|
|
|
var outpostUid = _nukieOutpost.Value;
|
|
var spawns = new List<EntityCoordinates>();
|
|
|
|
// Forgive me for hardcoding prototypes
|
|
foreach (var (_, meta, xform) in EntityManager.EntityQuery<SpawnPointComponent, MetaDataComponent, TransformComponent>(true))
|
|
{
|
|
if (meta.EntityPrototype?.ID != _nukeopsRuleConfig.SpawnPointPrototype)
|
|
continue;
|
|
|
|
if (xform.ParentUid != _nukieOutpost)
|
|
continue;
|
|
|
|
spawns.Add(xform.Coordinates);
|
|
break;
|
|
}
|
|
|
|
if (spawns.Count == 0)
|
|
{
|
|
spawns.Add(EntityManager.GetComponent<TransformComponent>(outpostUid).Coordinates);
|
|
Logger.WarningS("nukies", $"Fell back to default spawn for nukies!");
|
|
}
|
|
|
|
// TODO: This should spawn the nukies in regardless and transfer if possible; rest should go to shot roles.
|
|
for(var i = 0; i < spawnCount; i++)
|
|
{
|
|
var spawnDetails = GetOperativeSpawnDetails(i);
|
|
var nukeOpsAntag = _prototypeManager.Index<AntagPrototype>(spawnDetails.Role);
|
|
|
|
if (sessions.TryGetValue(i, out var session))
|
|
{
|
|
var mob = _randomHumanoid.SpawnRandomHumanoid(_nukeopsRuleConfig.RandomHumanoidSettingsPrototype, _random.Pick(spawns), string.Empty);
|
|
var profile = _prefs.GetPreferences(session.UserId).SelectedCharacter as HumanoidCharacterProfile;
|
|
SetupOperativeEntity(mob, spawnDetails.Name, spawnDetails.Gear, profile);
|
|
|
|
var newMind = new Mind.Mind(session.UserId)
|
|
{
|
|
CharacterName = spawnDetails.Name
|
|
};
|
|
newMind.ChangeOwningPlayer(session.UserId);
|
|
newMind.AddRole(new TraitorRole(newMind, nukeOpsAntag));
|
|
|
|
newMind.TransferTo(mob);
|
|
}
|
|
else if (addSpawnPoints)
|
|
{
|
|
var spawnPoint = EntityManager.SpawnEntity(_nukeopsRuleConfig.GhostSpawnPointProto, _random.Pick(spawns));
|
|
var spawner = EnsureComp<GhostRoleMobSpawnerComponent>(spawnPoint);
|
|
spawner.RoleName = nukeOpsAntag.Name;
|
|
spawner.RoleDescription = nukeOpsAntag.Objective;
|
|
|
|
var nukeOpSpawner = EnsureComp<NukeOperativeSpawnerComponent>(spawnPoint);
|
|
nukeOpSpawner.OperativeName = spawnDetails.Name;
|
|
nukeOpSpawner.OperativeRolePrototype = spawnDetails.Role;
|
|
nukeOpSpawner.OperativeStartingGear = spawnDetails.Gear;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void SpawnOperativesForGhostRoles()
|
|
{
|
|
// Basically copied verbatim from traitor code
|
|
var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative;
|
|
var maxOperatives = _nukeopsRuleConfig.MaxOperatives;
|
|
|
|
var playerPool = _playerSystem.ServerSessions.ToList();
|
|
var numNukies = MathHelper.Clamp(playerPool.Count / playersPerOperative, 1, maxOperatives);
|
|
|
|
var operatives = new List<IPlayerSession>();
|
|
SpawnOperatives(numNukies, operatives, true);
|
|
}
|
|
|
|
//For admins forcing someone to nukeOps.
|
|
public void MakeLoneNukie(Mind.Mind mind)
|
|
{
|
|
if (!mind.OwnedEntity.HasValue)
|
|
return;
|
|
|
|
mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(_nukeopsRuleConfig.OperativeRoleProto)));
|
|
SetOutfitCommand.SetOutfit(mind.OwnedEntity.Value, "SyndicateOperativeGearFull", EntityManager);
|
|
}
|
|
|
|
private void OnStartAttempt(RoundStartAttemptEvent ev)
|
|
{
|
|
if (!RuleAdded || Configuration is not NukeopsRuleConfiguration nukeOpsConfig)
|
|
return;
|
|
|
|
_nukeopsRuleConfig = nukeOpsConfig;
|
|
|
|
var minPlayers = nukeOpsConfig.MinPlayers;
|
|
if (!ev.Forced && ev.Players.Length < minPlayers)
|
|
{
|
|
_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
|
|
ev.Cancel();
|
|
return;
|
|
}
|
|
|
|
if (ev.Players.Length != 0)
|
|
return;
|
|
|
|
_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
|
|
ev.Cancel();
|
|
}
|
|
|
|
public override void Started()
|
|
{
|
|
RuleWinType = WinType.Neutral;
|
|
_winConditions.Clear();
|
|
_nukieOutpost = null;
|
|
_nukiePlanet = null;
|
|
|
|
_startingGearPrototypes.Clear();
|
|
_operativeNames.Clear();
|
|
_operativeMindPendingData.Clear();
|
|
_operativePlayers.Clear();
|
|
|
|
// TODO: Loot table or something
|
|
foreach (var proto in new[]
|
|
{
|
|
_nukeopsRuleConfig.CommanderStartGearPrototype,
|
|
_nukeopsRuleConfig.MedicStartGearPrototype,
|
|
_nukeopsRuleConfig.OperativeStartGearPrototype
|
|
})
|
|
{
|
|
_startingGearPrototypes.Add(proto, _prototypeManager.Index<StartingGearPrototype>(proto));
|
|
}
|
|
|
|
foreach (var proto in new[] { _nukeopsRuleConfig.EliteNames, _nukeopsRuleConfig.NormalNames })
|
|
{
|
|
_operativeNames.Add(proto, new List<string>(_prototypeManager.Index<DatasetPrototype>(proto).Values));
|
|
}
|
|
|
|
|
|
if (!SpawnMap())
|
|
{
|
|
Logger.InfoS("nukies", "Failed to load map for nukeops");
|
|
return;
|
|
}
|
|
|
|
// Add pre-existing nuke operatives to the credit list.
|
|
var query = EntityQuery<NukeOperativeComponent, MindComponent>(true);
|
|
foreach (var (_, mindComp) in query)
|
|
{
|
|
if (mindComp.Mind?.TryGetSession(out var session) == true)
|
|
_operativePlayers.Add(session);
|
|
}
|
|
|
|
if (GameTicker.RunLevel == GameRunLevel.InRound)
|
|
SpawnOperativesForGhostRoles();
|
|
}
|
|
|
|
public override void Ended() { }
|
|
}
|