Files
tbd-station-14/Content.Server/GameTicking/Rules/ZombieRuleSystem.cs
2022-12-19 08:41:47 +11:00

316 lines
12 KiB
C#

using System.Linq;
using Content.Server.Actions;
using Content.Server.Chat.Managers;
using Content.Server.Disease;
using Content.Server.Disease.Components;
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.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], 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 && HasComp<DiseaseCarrierComponent>(player.AttachedEntity))
{
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 message = Loc.GetString("zombie-patientzero-role-greeting");
var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", 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
// You got a free T-shirt!?!?
_chatManager.ChatMessageToOne(Shared.Chat.ChatChannel.Server, message,
wrappedMessage, default, false, mind.Session.ConnectedClient, Color.Plum);
}
}
}
}