Files
tbd-station-14/Content.Server/GameTicking/Rules/TraitorDeathMatchRuleSystem.cs
2021-12-21 18:56:47 +01:00

271 lines
10 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Chat.Managers;
using Content.Server.Hands.Components;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.PDA;
using Content.Server.Players;
using Content.Server.Spawners.Components;
using Content.Server.Traitor;
using Content.Server.Traitor.Uplink;
using Content.Server.Traitor.Uplink.Account;
using Content.Server.Traitor.Uplink.Components;
using Content.Server.TraitorDeathMatch.Components;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Inventory;
using Content.Shared.MobState.Components;
using Content.Shared.PDA;
using Content.Shared.Traitor.Uplink;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.GameTicking.Rules;
public class TraitorDeathMatchRuleSystem : GameRuleSystem
{
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly MaxTimeRestartRuleSystem _restarter = default!;
public override string Prototype => "TraitorDeathMatch";
public string PDAPrototypeName => "CaptainPDA";
public string BeltPrototypeName => "ClothingBeltJanitorFilled";
public string BackpackPrototypeName => "ClothingBackpackFilled";
private bool _safeToEndRound = false;
private readonly Dictionary<UplinkAccount, string> _allOriginalNames = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawned);
SubscribeLocalEvent<GhostAttemptHandleEvent>(OnGhostAttempt);
}
private void OnPlayerSpawned(PlayerSpawnCompleteEvent ev)
{
if (!Enabled)
return;
var session = ev.Player;
var startingBalance = _cfg.GetCVar(CCVars.TraitorDeathMatchStartingBalance);
// Yup, they're a traitor
var mind = session.Data.ContentData()?.Mind;
if (mind == null)
{
Logger.ErrorS("preset", "Failed getting mind for TDM player.");
return;
}
var traitorRole = new TraitorRole(mind);
mind.AddRole(traitorRole);
// Delete anything that may contain "dangerous" role-specific items.
// (This includes the PDA, as everybody gets the captain PDA in this mode for true-all-access reasons.)
if (mind.OwnedEntity is {Valid: true} owned && TryComp(owned, out InventoryComponent? inventory))
{
var victimSlots = new[] {EquipmentSlotDefines.Slots.IDCARD, EquipmentSlotDefines.Slots.BELT, EquipmentSlotDefines.Slots.BACKPACK};
foreach (var slot in victimSlots)
{
if (inventory.TryGetSlotItem(slot, out ItemComponent? vItem))
Del(vItem.Owner);
}
// Replace their items:
var ownedCoords = Transform(owned).Coordinates;
// pda
var newPDA = Spawn(PDAPrototypeName, ownedCoords);
inventory.Equip(EquipmentSlotDefines.Slots.IDCARD, Comp<ItemComponent>(newPDA));
// belt
var newTmp = Spawn(BeltPrototypeName, ownedCoords);
inventory.Equip(EquipmentSlotDefines.Slots.BELT, Comp<ItemComponent>(newTmp));
// backpack
newTmp = Spawn(BackpackPrototypeName, ownedCoords);
inventory.Equip(EquipmentSlotDefines.Slots.BACKPACK, Comp<ItemComponent>(newTmp));
// Like normal traitors, they need access to a traitor account.
var uplinkAccount = new UplinkAccount(startingBalance, owned);
var accounts = EntityManager.EntitySysManager.GetEntitySystem<UplinkAccountsSystem>();
accounts.AddNewAccount(uplinkAccount);
EntityManager.EntitySysManager.GetEntitySystem<UplinkSystem>()
.AddUplink(owned, uplinkAccount, newPDA);
_allOriginalNames[uplinkAccount] = Name(owned);
// The PDA needs to be marked with the correct owner.
var pda = Comp<PDAComponent>(newPDA);
EntityManager.EntitySysManager.GetEntitySystem<PDASystem>().SetOwner(pda, Name(owned));
EntityManager.AddComponent<TraitorDeathMatchReliableOwnerTagComponent>(newPDA).UserId = mind.UserId;
}
// Finally, it would be preferable if they spawned as far away from other players as reasonably possible.
if (mind.OwnedEntity != null && FindAnyIsolatedSpawnLocation(mind, out var bestTarget))
{
Transform(mind.OwnedEntity.Value).Coordinates = bestTarget;
}
else
{
// The station is too drained of air to safely continue.
if (_safeToEndRound)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-death-match-station-is-too-unsafe-announcement"));
_restarter.RoundMaxTime = TimeSpan.FromMinutes(1);
_restarter.RestartTimer();
_safeToEndRound = false;
}
}
}
private void OnGhostAttempt(GhostAttemptHandleEvent ev)
{
if (!Enabled || ev.Handled)
return;
ev.Handled = true;
var mind = ev.Mind;
if (mind.OwnedEntity is {Valid: true} entity && TryComp(entity, out MobStateComponent? mobState))
{
if (mobState.IsCritical())
{
// TODO BODY SYSTEM KILL
var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 100);
Get<DamageableSystem>().TryChangeDamage(entity, damage, true);
}
else if (!mobState.IsDead())
{
if (HasComp<HandsComponent>(entity))
{
ev.Result = false;
return;
}
}
}
var session = mind.Session;
if (session == null)
{
ev.Result = false;
return;
}
GameTicker.Respawn(session);
ev.Result = true;
}
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
if (!Enabled)
return;
var lines = new List<string>();
lines.Add(Loc.GetString("traitor-death-match-end-round-description-first-line"));
foreach (var uplink in EntityManager.EntityQuery<UplinkComponent>(true))
{
var uplinkAcc = uplink.UplinkAccount;
if (uplinkAcc != null && _allOriginalNames.ContainsKey(uplinkAcc))
{
lines.Add(Loc.GetString("traitor-death-match-end-round-description-entry",
("originalName", _allOriginalNames[uplinkAcc]),
("tcBalance", uplinkAcc.Balance)));
}
}
ev.AddLine(string.Join('\n', lines));
}
public override void Added()
{
_restarter.RoundMaxTime = TimeSpan.FromMinutes(30);
_restarter.RestartTimer();
_safeToEndRound = true;
}
public override void Removed()
{
}
// It would be nice if this function were moved to some generic helpers class.
private bool FindAnyIsolatedSpawnLocation(Mind.Mind ignoreMe, out EntityCoordinates bestTarget)
{
// Collate people to avoid...
var existingPlayerPoints = new List<EntityCoordinates>();
foreach (var player in _playerManager.ServerSessions)
{
var avoidMeMind = player.Data.ContentData()?.Mind;
if ((avoidMeMind == null) || (avoidMeMind == ignoreMe))
continue;
var avoidMeEntity = avoidMeMind.OwnedEntity;
if (avoidMeEntity == null)
continue;
if (TryComp(avoidMeEntity.Value, out MobStateComponent? mobState))
{
// Does have mob state component; if critical or dead, they don't really matter for spawn checks
if (mobState.IsCritical() || mobState.IsDead())
continue;
}
else
{
// Doesn't have mob state component. Assume something interesting is going on and don't count this as someone to avoid.
continue;
}
existingPlayerPoints.Add(Transform(avoidMeEntity.Value).Coordinates);
}
// Iterate over each possible spawn point, comparing to the existing player points.
// On failure, the returned target is the location that we're already at.
var bestTargetDistanceFromNearest = -1.0f;
// Need the random shuffle or it stuffs the first person into Atmospherics pretty reliably
var ents = EntityManager.EntityQuery<SpawnPointComponent>().Select(x => x.Owner).ToList();
_robustRandom.Shuffle(ents);
var foundATarget = false;
bestTarget = EntityCoordinates.Invalid;
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
foreach (var entity in ents)
{
if (!atmosphereSystem.IsTileMixtureProbablySafe(Transform(entity).Coordinates))
continue;
var distanceFromNearest = float.PositiveInfinity;
foreach (var existing in existingPlayerPoints)
{
if (Transform(entity).Coordinates.TryDistance(EntityManager, existing, out var dist))
distanceFromNearest = Math.Min(distanceFromNearest, dist);
}
if (bestTargetDistanceFromNearest < distanceFromNearest)
{
bestTarget = Transform(entity).Coordinates;
bestTargetDistanceFromNearest = distanceFromNearest;
foundATarget = true;
}
}
return foundATarget;
}
}