Files
tbd-station-14/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
metalgearsloth 8d6a3ecea7 Secret! (#8276)
Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
2022-05-19 14:44:24 +10:00

204 lines
6.8 KiB
C#

using System.Linq;
using Content.Server.Chat.Managers;
using Content.Server.Nuke;
using Content.Server.RoundEnd;
using Content.Server.Spawners.Components;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Shared.CCVar;
using Content.Shared.MobState;
using Content.Shared.Roles;
using Robust.Server.Maps;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
public sealed class NukeopsRuleSystem : 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 IMapLoader _mapLoader = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
private Dictionary<Mind.Mind, bool> _aliveNukeops = new();
private bool _opsWon;
public override string Prototype => "Nukeops";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
SubscribeLocalEvent<RulePlayerSpawningEvent>(OnPlayersSpawning);
SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
SubscribeLocalEvent<NukeExplodedEvent>(OnNukeExploded);
}
private void OnNukeExploded(NukeExplodedEvent ev)
{
if (!Enabled) return;
_opsWon = true;
_roundEndSystem.EndRound();
}
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
ev.AddLine(_opsWon ? Loc.GetString("nukeops-ops-won") : Loc.GetString("nukeops-crew-won"));
ev.AddLine(Loc.GetString("nukeops-list-start"));
foreach (var nukeop in _aliveNukeops)
{
ev.AddLine($"- {nukeop.Key.Session?.Name}");
}
}
private void OnMobStateChanged(MobStateChangedEvent ev)
{
if (!_aliveNukeops.TryFirstOrNull(x => x.Key.OwnedEntity == ev.Entity, out var op)) return;
_aliveNukeops[op.Value.Key] = op.Value.Key.CharacterDeadIC;
if (_aliveNukeops.Values.All(x => !x))
{
_roundEndSystem.EndRound();
}
}
private void OnPlayersSpawning(RulePlayerSpawningEvent ev)
{
if (!Enabled) return;
_aliveNukeops.Clear();
// Between 1 and <max op count>: needs at least n players per op.
var numOps = Math.Max(1,
(int)Math.Min(
Math.Floor((double)ev.PlayerPool.Count / _cfg.GetCVar(CCVars.NukeopsPlayersPerOp)), _cfg.GetCVar(CCVars.NukeopsMaxOps)));
var ops = new IPlayerSession[numOps];
for (var i = 0; i < numOps; i++)
{
ops[i] = _random.PickAndTake(ev.PlayerPool);
}
var map = "/Maps/infiltrator.yml";
var aabbs = _stationSystem.Stations.SelectMany(x =>
Comp<StationDataComponent>(x).Grids.Select(x => _mapManager.GetGridComp(x).Grid.WorldAABB)).ToArray();
var aabb = aabbs[0];
for (int i = 1; i < aabbs.Length; i++)
{
aabb.Union(aabbs[i]);
}
var (_, gridId) = _mapLoader.LoadBlueprint(GameTicker.DefaultMap, map, new MapLoadOptions
{
Offset = aabb.Center + MathF.Max(aabb.Height / 2f, aabb.Width / 2f) * 2.5f
});
if (!gridId.HasValue)
{
Logger.ErrorS("NUKEOPS", $"Gridid was null when loading \"{map}\", aborting.");
foreach (var session in ops)
{
ev.PlayerPool.Add(session);
}
return;
}
var gridUid = _mapManager.GetGridEuid(gridId.Value);
// TODO: Loot table or something
var commanderGear = _prototypeManager.Index<StartingGearPrototype>("SyndicateCommanderGearFull");
var starterGear = _prototypeManager.Index<StartingGearPrototype>("SyndicateOperativeGearFull");
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 != "SpawnPointNukies" || xform.ParentUid != gridUid) continue;
spawns.Add(xform.Coordinates);
}
if (spawns.Count == 0)
{
spawns.Add(EntityManager.GetComponent<TransformComponent>(gridUid).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 < ops.Length; i++)
{
string name;
StartingGearPrototype gear;
if (i == 0)
{
name = $"Commander";
gear = commanderGear;
}
else
{
name = $"Operator #{i}";
gear = starterGear;
}
var session = ops[i];
var newMind = new Mind.Mind(session.UserId)
{
CharacterName = name
};
newMind.ChangeOwningPlayer(session.UserId);
var mob = EntityManager.SpawnEntity("MobHuman", _random.Pick(spawns));
EntityManager.GetComponent<MetaDataComponent>(mob).EntityName = name;
newMind.TransferTo(mob);
_stationSpawningSystem.EquipStartingGear(mob, gear, null);
_aliveNukeops.Add(newMind, true);
GameTicker.PlayerJoinGame(session);
}
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
if (!Enabled)
return;
var minPlayers = _cfg.GetCVar(CCVars.NukeopsMinPlayers);
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)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
ev.Cancel();
return;
}
}
public override void Started(){ _opsWon = false; }
public override void Ended(){ }
}