* move faction prototype to shared * move faction exception and member stuff to shared * fix breaking changes for random stuff * move pettable friend stuff to shared * mostly fix * final fixy * dragonops * final fixy II * use querys and fix warpspeed fish (probably) * fixer * Rrrr! --------- Co-authored-by: deltanedas <@deltanedas:kde.org> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
346 lines
13 KiB
C#
346 lines
13 KiB
C#
using Content.Server.Antag;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.Objectives;
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using Content.Server.PDA.Ringer;
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using Content.Server.Roles;
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using Content.Server.Traitor.Uplink;
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using Content.Shared.CCVar;
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using Content.Shared.Dataset;
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using Content.Shared.Mind;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Objectives.Components;
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using Content.Shared.PDA;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using System.Linq;
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using System.Text;
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namespace Content.Server.GameTicking.Rules;
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public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
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{
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[Dependency] private readonly AntagSelectionSystem _antagSelection = default!;
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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 IPlayerManager _playerManager = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly UplinkSystem _uplink = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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private int PlayersPerTraitor => _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
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private int MaxTraitors => _cfg.GetCVar(CCVars.TraitorMaxTraitors);
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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<RulePlayerJobsAssignedEvent>(OnPlayersSpawned);
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SubscribeLocalEvent<PlayerSpawnCompleteEvent>(HandleLatejoin);
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SubscribeLocalEvent<TraitorRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
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SubscribeLocalEvent<TraitorRuleComponent, ObjectivesTextPrependEvent>(OnObjectivesTextPrepend);
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}
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//Set min players on game rule
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protected override void Added(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
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{
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base.Added(uid, component, gameRule, args);
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gameRule.MinPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
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}
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protected override void Started(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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MakeCodewords(component);
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}
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protected override void ActiveTick(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, float frameTime)
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{
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base.ActiveTick(uid, component, gameRule, frameTime);
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if (component.SelectionStatus < TraitorRuleComponent.SelectionState.Started && component.AnnounceAt < _timing.CurTime)
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{
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DoTraitorStart(component);
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component.SelectionStatus = TraitorRuleComponent.SelectionState.Started;
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}
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}
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/// <summary>
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/// Check for enough players
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/// </summary>
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/// <param name="ev"></param>
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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TryRoundStartAttempt(ev, Loc.GetString("traitor-title"));
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}
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private void MakeCodewords(TraitorRuleComponent component)
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{
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var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
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var adjectives = _prototypeManager.Index<DatasetPrototype>(component.CodewordAdjectives).Values;
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var verbs = _prototypeManager.Index<DatasetPrototype>(component.CodewordVerbs).Values;
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var codewordPool = adjectives.Concat(verbs).ToList();
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var finalCodewordCount = Math.Min(codewordCount, codewordPool.Count);
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component.Codewords = new string[finalCodewordCount];
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for (var i = 0; i < finalCodewordCount; i++)
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{
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component.Codewords[i] = _random.PickAndTake(codewordPool);
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}
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}
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private void DoTraitorStart(TraitorRuleComponent component)
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{
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var eligiblePlayers = _antagSelection.GetEligiblePlayers(_playerManager.Sessions, component.TraitorPrototypeId);
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if (eligiblePlayers.Count == 0)
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return;
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var traitorsToSelect = _antagSelection.CalculateAntagCount(_playerManager.PlayerCount, PlayersPerTraitor, MaxTraitors);
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var selectedTraitors = _antagSelection.ChooseAntags(traitorsToSelect, eligiblePlayers);
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MakeTraitor(selectedTraitors, component);
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}
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private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
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{
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//Start the timer
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var query = QueryActiveRules();
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while (query.MoveNext(out _, out var comp, out var gameRuleComponent))
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{
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var delay = TimeSpan.FromSeconds(
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_cfg.GetCVar(CCVars.TraitorStartDelay) +
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_random.NextFloat(0f, _cfg.GetCVar(CCVars.TraitorStartDelayVariance)));
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//Set the delay for choosing traitors
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comp.AnnounceAt = _timing.CurTime + delay;
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comp.SelectionStatus = TraitorRuleComponent.SelectionState.ReadyToStart;
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}
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}
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public bool MakeTraitor(List<EntityUid> traitors, TraitorRuleComponent component, bool giveUplink = true, bool giveObjectives = true)
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{
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foreach (var traitor in traitors)
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{
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MakeTraitor(traitor, component, giveUplink, giveObjectives);
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}
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return true;
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}
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public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component, bool giveUplink = true, bool giveObjectives = true)
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{
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//Grab the mind if it wasnt provided
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if (!_mindSystem.TryGetMind(traitor, out var mindId, out var mind))
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return false;
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if (HasComp<TraitorRoleComponent>(mindId))
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{
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Log.Error($"Player {mind.CharacterName} is already a traitor.");
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return false;
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}
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var briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", component.Codewords)));
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Note[]? code = null;
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if (giveUplink)
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{
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// Calculate the amount of currency on the uplink.
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var startingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance);
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if (_jobs.MindTryGetJob(mindId, out _, out var prototype))
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startingBalance = Math.Max(startingBalance - prototype.AntagAdvantage, 0);
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// creadth: we need to create uplink for the antag.
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// PDA should be in place already
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var pda = _uplink.FindUplinkTarget(traitor);
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if (pda == null || !_uplink.AddUplink(traitor, startingBalance))
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return false;
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// Give traitors their codewords and uplink code to keep in their character info menu
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code = EnsureComp<RingerUplinkComponent>(pda.Value).Code;
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// If giveUplink is false the uplink code part is omitted
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briefing = string.Format("{0}\n{1}", briefing,
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Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", code).Replace("sharp", "#"))));
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}
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_antagSelection.SendBriefing(traitor, GenerateBriefing(component.Codewords, code), null, component.GreetSoundNotification);
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component.TraitorMinds.Add(mindId);
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// Assign traitor roles
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_roleSystem.MindAddRole(mindId, new TraitorRoleComponent
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{
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PrototypeId = component.TraitorPrototypeId
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}, mind, true);
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// Assign briefing
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_roleSystem.MindAddRole(mindId, new RoleBriefingComponent
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{
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Briefing = briefing.ToString()
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}, mind, true);
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// Change the faction
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_npcFaction.RemoveFaction(traitor, component.NanoTrasenFaction, false);
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_npcFaction.AddFaction(traitor, component.SyndicateFaction);
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// Give traitors their objectives
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if (giveObjectives)
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{
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var maxDifficulty = _cfg.GetCVar(CCVars.TraitorMaxDifficulty);
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var maxPicks = _cfg.GetCVar(CCVars.TraitorMaxPicks);
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var difficulty = 0f;
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Log.Debug($"Attempting {maxPicks} objective picks with {maxDifficulty} difficulty");
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for (var pick = 0; pick < maxPicks && maxDifficulty > difficulty; pick++)
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{
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var objective = _objectives.GetRandomObjective(mindId, mind, component.ObjectiveGroup);
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if (objective == null)
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continue;
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_mindSystem.AddObjective(mindId, mind, objective.Value);
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var adding = Comp<ObjectiveComponent>(objective.Value).Difficulty;
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difficulty += adding;
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Log.Debug($"Added objective {ToPrettyString(objective):objective} with {adding} difficulty");
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}
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}
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return true;
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}
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private void HandleLatejoin(PlayerSpawnCompleteEvent ev)
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{
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var query = QueryActiveRules();
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while (query.MoveNext(out _, out var comp, out _))
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{
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if (comp.TotalTraitors >= MaxTraitors)
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continue;
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if (!ev.LateJoin)
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continue;
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if (!_antagSelection.IsPlayerEligible(ev.Player, comp.TraitorPrototypeId))
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continue;
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//If its before we have selected traitors, continue
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if (comp.SelectionStatus < TraitorRuleComponent.SelectionState.Started)
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continue;
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// the nth player we adjust our probabilities around
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var target = PlayersPerTraitor * comp.TotalTraitors + 1;
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var chance = 1f / PlayersPerTraitor;
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// If we have too many traitors, divide by how many players below target for next traitor we are.
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if (ev.JoinOrder < target)
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{
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chance /= (target - ev.JoinOrder);
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}
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else // Tick up towards 100% chance.
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{
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chance *= ((ev.JoinOrder + 1) - target);
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}
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if (chance > 1)
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chance = 1;
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// Now that we've calculated our chance, roll and make them a traitor if we roll under.
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// You get one shot.
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if (_random.Prob(chance))
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{
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MakeTraitor(ev.Mob, comp);
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}
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}
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}
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private void OnObjectivesTextGetInfo(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextGetInfoEvent args)
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{
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args.Minds = comp.TraitorMinds;
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args.AgentName = Loc.GetString("traitor-round-end-agent-name");
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}
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private void OnObjectivesTextPrepend(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextPrependEvent args)
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{
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args.Text += "\n" + Loc.GetString("traitor-round-end-codewords", ("codewords", string.Join(", ", comp.Codewords)));
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}
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/// <summary>
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/// Start this game rule manually
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/// </summary>
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public TraitorRuleComponent StartGameRule()
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{
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var comp = EntityQuery<TraitorRuleComponent>().FirstOrDefault();
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if (comp == null)
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{
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GameTicker.StartGameRule("Traitor", out var ruleEntity);
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comp = Comp<TraitorRuleComponent>(ruleEntity);
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}
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return comp;
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}
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public void MakeTraitorAdmin(EntityUid entity, bool giveUplink, bool giveObjectives)
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{
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var traitorRule = StartGameRule();
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MakeTraitor(entity, traitorRule, giveUplink, giveObjectives);
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}
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private string GenerateBriefing(string[] codewords, Note[]? uplinkCode)
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{
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var sb = new StringBuilder();
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sb.AppendLine(Loc.GetString("traitor-role-greeting"));
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sb.AppendLine(Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", codewords))));
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if (uplinkCode != null)
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sb.AppendLine(Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", uplinkCode).Replace("sharp", "#"))));
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return sb.ToString();
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}
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public List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind)
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{
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List<(EntityUid Id, MindComponent Mind)> allTraitors = new();
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foreach (var traitor in EntityQuery<TraitorRuleComponent>())
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{
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foreach (var role in GetOtherTraitorMindsAliveAndConnected(ourMind, traitor))
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{
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if (!allTraitors.Contains(role))
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allTraitors.Add(role);
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}
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}
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return allTraitors;
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}
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private List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind, TraitorRuleComponent component)
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{
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var traitors = new List<(EntityUid Id, MindComponent Mind)>();
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foreach (var traitor in component.TraitorMinds)
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{
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if (TryComp(traitor, out MindComponent? mind) &&
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mind.OwnedEntity != null &&
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mind.Session != null &&
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mind != ourMind &&
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_mobStateSystem.IsAlive(mind.OwnedEntity.Value) &&
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mind.CurrentEntity == mind.OwnedEntity)
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{
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traitors.Add((traitor, mind));
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}
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}
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return traitors;
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}
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}
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