873 lines
34 KiB
C#
873 lines
34 KiB
C#
using System.Linq;
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using Content.Server.Administration.Commands;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Components;
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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.Humanoid;
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using Content.Server.Humanoid.Systems;
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using Content.Server.Mind;
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using Content.Server.Mind.Components;
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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.Nuke;
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using Content.Server.Preferences.Managers;
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using Content.Server.Roles;
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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.Components;
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using Content.Server.Station.Systems;
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using Content.Server.Traitor;
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using Content.Shared.Dataset;
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using Content.Shared.Humanoid;
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using Content.Shared.Humanoid.Prototypes;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Nuke;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Robust.Server.GameObjects;
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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.Player;
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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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namespace Content.Server.GameTicking.Rules;
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public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
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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 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 EmergencyShuttleSystem _emergency = default!;
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[Dependency] private readonly FactionSystem _faction = default!;
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[Dependency] private readonly HumanoidAppearanceSystem _humanoidSystem = 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 RoundEndSystem _roundEndSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly MapLoaderSystem _map = default!;
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[Dependency] private readonly ShuttleSystem _shuttle = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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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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var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var ruleEnt, out var nukeops, out var gameRule))
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{
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if (!GameTicker.IsGameRuleAdded(ruleEnt, gameRule))
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continue;
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// If entity has a prior mind attached, add them to the players list.
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if (!TryComp<MindContainerComponent>(uid, out var mindComponent))
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continue;
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var session = mindComponent.Mind?.Session;
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var name = MetaData(uid).EntityName;
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if (session != null)
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nukeops.OperativePlayers.Add(name, session);
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}
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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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var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var nukeops, out var gameRule))
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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if (ev.OwningStation != null)
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{
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if (ev.OwningStation == nukeops.NukieOutpost)
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{
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nukeops.WinConditions.Add(WinCondition.NukeExplodedOnNukieOutpost);
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SetWinType(uid, WinType.CrewMajor, nukeops);
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continue;
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}
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if (TryComp(nukeops.TargetStation, out StationDataComponent? data))
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{
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var correctStation = false;
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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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nukeops.WinConditions.Add(WinCondition.NukeExplodedOnCorrectStation);
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SetWinType(uid, WinType.OpsMajor, nukeops);
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correctStation = true;
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}
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if (correctStation)
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continue;
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}
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nukeops.WinConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
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}
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else
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{
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nukeops.WinConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
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}
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_roundEndSystem.EndRound();
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}
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}
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private void OnRunLevelChanged(GameRunLevelChangedEvent ev)
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{
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var query = EntityQueryEnumerator<NukeopsRuleComponent>();
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while (query.MoveNext(out var uid, out var nukeops))
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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(uid, nukeops);
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break;
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case GameRunLevel.PostRound:
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OnRoundEnd(uid, nukeops);
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break;
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}
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}
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}
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/// <summary>
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/// Loneops can only spawn if there is no nukeops active
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/// </summary>
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public bool CheckLoneOpsSpawn()
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{
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return !EntityQuery<NukeopsRuleComponent>().Any();
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}
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private void OnRoundStart(EntityUid uid, NukeopsRuleComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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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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var eligible = EntityQuery<StationEventEligibleComponent, FactionComponent>()
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.Where(x =>
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_faction.IsFactionHostile(component.Faction, x.Item2.Owner, x.Item2))
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.Select(x => x.Item1.Owner)
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.ToList();
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if (!eligible.Any())
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return;
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component.TargetStation = _random.Pick(eligible);
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var filter = Filter.Empty();
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var query = EntityQueryEnumerator<NukeOperativeComponent, ActorComponent>();
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while (query.MoveNext(out _, out _, out var actor))
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{
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_chatManager.DispatchServerMessage(actor.PlayerSession, Loc.GetString("nukeops-welcome", ("station", component.TargetStation.Value)));
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filter.AddPlayer(actor.PlayerSession);
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}
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}
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private void OnRoundEnd(EntityUid uid, NukeopsRuleComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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// If the win condition was set to operative/crew major win, ignore.
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if (component.WinType == WinType.OpsMajor || component.WinType == WinType.CrewMajor)
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return;
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var nukeQuery = AllEntityQuery<NukeComponent, TransformComponent>();
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var centcomms = _emergency.GetCentcommMaps();
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while (nukeQuery.MoveNext(out var nuke, out var nukeTransform))
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{
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if (nuke.Status != NukeStatus.ARMED)
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continue;
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// UH OH
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if (centcomms.Contains(nukeTransform.MapID))
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{
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component.WinConditions.Add(WinCondition.NukeActiveAtCentCom);
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SetWinType(uid, WinType.OpsMajor, component);
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return;
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}
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if (nukeTransform.GridUid == null || component.TargetStation == null)
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continue;
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if (!TryComp(component.TargetStation.Value, out StationDataComponent? data))
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continue;
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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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continue;
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component.WinConditions.Add(WinCondition.NukeActiveInStation);
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SetWinType(uid, WinType.OpsMajor, component);
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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 MobState.Alive)
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continue;
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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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SetWinType(uid, WinType.OpsMinor, component);
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component.WinConditions.Add(WinCondition.AllNukiesAlive);
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return;
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}
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component.WinConditions.Add(WinCondition.SomeNukiesAlive);
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var diskAtCentCom = false;
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var diskQuery = AllEntityQuery<NukeDiskComponent, TransformComponent>();
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while (diskQuery.MoveNext(out _, out var transform))
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{
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var diskMapId = transform.MapID;
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diskAtCentCom = centcomms.Contains(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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SetWinType(uid, WinType.CrewMinor, component);
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component.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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SetWinType(uid, WinType.OpsMinor, component);
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component.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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foreach (var nukeops in EntityQuery<NukeopsRuleComponent>())
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{
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var winText = Loc.GetString($"nukeops-{nukeops.WinType.ToString().ToLower()}");
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ev.AddLine(winText);
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foreach (var cond in nukeops.WinConditions)
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{
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var text = Loc.GetString($"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 (name, session) in nukeops.OperativePlayers)
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{
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var listing = Loc.GetString("nukeops-list-name", ("name", name), ("user", session.Name));
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ev.AddLine(listing);
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}
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}
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}
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private void SetWinType(EntityUid uid, WinType type, NukeopsRuleComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.WinType = type;
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if (type == WinType.CrewMajor || type == WinType.OpsMajor)
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_roundEndSystem.EndRound();
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}
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private void CheckRoundShouldEnd()
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{
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var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var nukeops, out var gameRule))
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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if (!nukeops.EndsRound || nukeops.WinType == WinType.CrewMajor || nukeops.WinType == WinType.OpsMajor)
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continue;
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// If there are any nuclear bombs that are active, immediately return. We're not over yet.
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var armed = false;
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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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armed = true;
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break;
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}
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}
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if (armed)
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continue;
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MapId? shuttleMapId = Exists(nukeops.NukieShuttle)
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? Transform(nukeops.NukieShuttle.Value).MapID
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: null;
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MapId? targetStationMap = null;
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if (nukeops.TargetStation != null && TryComp(nukeops.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 == MobState.Alive && ent.Item1.Running);
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if (operativesAlive)
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continue; // 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 == nukeops.NukiePlanet)
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continue; // 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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nukeops.WinConditions.Add(spawnsAvailable
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? WinCondition.NukiesAbandoned
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: WinCondition.AllNukiesDead);
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SetWinType(uid, WinType.CrewMajor, nukeops);
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}
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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.NewMobState == MobState.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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var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
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while (query.MoveNext(out var uid, out var nukeops, out var gameRule))
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{
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if (!GameTicker.IsGameRuleAdded(uid, gameRule))
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continue;
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if (!SpawnMap(uid, nukeops))
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{
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Logger.InfoS("nukies", "Failed to load map for nukeops");
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continue;
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}
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// Basically copied verbatim from traitor code
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var playersPerOperative = nukeops.PlayersPerOperative;
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var maxOperatives = nukeops.MaxOperatives;
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// Dear lord what is happening HERE.
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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 medPrefList = 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(nukeops.OperativeRoleProto))
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{
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prefList.Add(player);
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}
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if (profile.AntagPreferences.Contains(nukeops.MedicRoleProto))
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{
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medPrefList.Add(player);
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}
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if (profile.AntagPreferences.Contains(nukeops.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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// TODO: Please fix this if you touch it.
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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 (medPrefList.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, agents 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 commander or agents, 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(medPrefList);
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everyone.Remove(nukeOp);
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prefList.Remove(nukeOp);
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Logger.InfoS("preset", "Insufficient preferred nukeop commanders, picking an agent");
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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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medPrefList.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 if (i == 1)
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{
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if (medPrefList.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, agents or nukies, picking at random.");
|
|
}
|
|
else
|
|
{
|
|
nukeOp = _random.PickAndTake(prefList);
|
|
everyone.Remove(nukeOp);
|
|
Logger.InfoS("preset", "Insufficient preferred nukeop commander or agents, picking at random from regular op list.");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
nukeOp = _random.PickAndTake(medPrefList);
|
|
everyone.Remove(nukeOp);
|
|
Logger.InfoS("preset", "Insufficient preferred nukeop commanders, picking an agent");
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
nukeOp = _random.PickAndTake(prefList);
|
|
everyone.Remove(nukeOp);
|
|
Logger.InfoS("preset", "Selected a preferred nukeop commander.");
|
|
}
|
|
|
|
operatives.Add(nukeOp);
|
|
}
|
|
|
|
SpawnOperatives(numNukies, operatives, false, nukeops);
|
|
|
|
foreach (var session in operatives)
|
|
{
|
|
ev.PlayerPool.Remove(session);
|
|
GameTicker.PlayerJoinGame(session);
|
|
var name = session.AttachedEntity == null
|
|
? string.Empty
|
|
: MetaData(session.AttachedEntity.Value).EntityName;
|
|
// TODO: Fix this being able to have duplicates
|
|
nukeops.OperativePlayers[name] = 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;
|
|
|
|
// todo: this is kinda awful for multi-nukies
|
|
foreach (var nukeops in EntityQuery<NukeopsRuleComponent>())
|
|
{
|
|
SetupOperativeEntity(uid, nukeOpSpawner.OperativeName, nukeOpSpawner.OperativeStartingGear, profile, nukeops);
|
|
|
|
nukeops.OperativeMindPendingData.Add(uid, nukeOpSpawner.OperativeRolePrototype);
|
|
}
|
|
}
|
|
|
|
private void OnMindAdded(EntityUid uid, NukeOperativeComponent component, MindAddedMessage args)
|
|
{
|
|
if (!TryComp<MindContainerComponent>(uid, out var mindContainerComponent) || mindContainerComponent.Mind == null)
|
|
return;
|
|
|
|
var mind = mindContainerComponent.Mind;
|
|
|
|
foreach (var nukeops in EntityQuery<NukeopsRuleComponent>())
|
|
{
|
|
if (nukeops.OperativeMindPendingData.TryGetValue(uid, out var role) || !nukeops.SpawnOutpost || !nukeops.EndsRound)
|
|
{
|
|
role ??= nukeops.OperativeRoleProto;
|
|
_mindSystem.AddRole(mind, new NukeopsRole(mind, _prototypeManager.Index<AntagPrototype>(role)));
|
|
nukeops.OperativeMindPendingData.Remove(uid);
|
|
}
|
|
|
|
if (!_mindSystem.TryGetSession(mind, out var playerSession))
|
|
return;
|
|
if (nukeops.OperativePlayers.ContainsValue(playerSession))
|
|
return;
|
|
|
|
var name = MetaData(uid).EntityName;
|
|
|
|
nukeops.OperativePlayers.Add(name, playerSession);
|
|
|
|
if (GameTicker.RunLevel != GameRunLevel.InRound)
|
|
return;
|
|
|
|
if (nukeops.TargetStation != null && !string.IsNullOrEmpty(Name(nukeops.TargetStation.Value)))
|
|
{
|
|
_chatManager.DispatchServerMessage(playerSession, Loc.GetString("nukeops-welcome", ("station", nukeops.TargetStation.Value)));
|
|
|
|
// Notificate player about new role assignment
|
|
_audioSystem.PlayGlobal(component.GreetSoundNotification, playerSession);
|
|
}
|
|
}
|
|
}
|
|
|
|
private bool SpawnMap(EntityUid uid, NukeopsRuleComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return false;
|
|
|
|
if (component.NukiePlanet != null)
|
|
return true; // Map is already loaded.
|
|
|
|
if (!component.SpawnOutpost)
|
|
return true;
|
|
|
|
var path = component.NukieOutpostMap;
|
|
var shuttlePath = component.NukieShuttleMap;
|
|
|
|
var mapId = _mapManager.CreateMap();
|
|
var options = new MapLoadOptions
|
|
{
|
|
LoadMap = true,
|
|
};
|
|
|
|
if (!_map.TryLoad(mapId, path.ToString(), out var outpostGrids, options) || outpostGrids.Count == 0)
|
|
{
|
|
Logger.ErrorS("nukies", $"Error loading map {path} for nukies!");
|
|
return false;
|
|
}
|
|
|
|
// Assume the first grid is the outpost grid.
|
|
component.NukieOutpost = outpostGrids[0];
|
|
|
|
// Listen I just don't want it to overlap.
|
|
if (!_map.TryLoad(mapId, shuttlePath.ToString(), out var grids, new MapLoadOptions {Offset = Vector2.One*1000f}) || !grids.Any())
|
|
{
|
|
Logger.ErrorS("nukies", $"Error loading grid {shuttlePath} for nukies!");
|
|
return false;
|
|
}
|
|
|
|
var shuttleId = grids.First();
|
|
|
|
// 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))
|
|
{
|
|
_shuttle.TryFTLDock(shuttleId, shuttle, component.NukieOutpost.Value);
|
|
}
|
|
|
|
component.NukiePlanet = mapId;
|
|
component.NukieShuttle = shuttleId;
|
|
return true;
|
|
}
|
|
|
|
private (string Name, string Role, string Gear) GetOperativeSpawnDetails(int spawnNumber, NukeopsRuleComponent component )
|
|
{
|
|
string name;
|
|
string role;
|
|
string gear;
|
|
|
|
// Spawn the Commander then Agent first.
|
|
switch (spawnNumber)
|
|
{
|
|
case 0:
|
|
name = Loc.GetString("nukeops-role-commander") + " " + _random.PickAndTake(component.OperativeNames[component.EliteNames]);
|
|
role = component.CommanderRolePrototype;
|
|
gear = component.CommanderStartGearPrototype;
|
|
break;
|
|
case 1:
|
|
name = Loc.GetString("nukeops-role-agent") + " " + _random.PickAndTake(component.OperativeNames[component.NormalNames]);
|
|
role = component.MedicRoleProto;
|
|
gear = component.MedicStartGearPrototype;
|
|
break;
|
|
default:
|
|
name = Loc.GetString("nukeops-role-operator") + " " + _random.PickAndTake(component.OperativeNames[component.NormalNames]);
|
|
role = component.OperativeRoleProto;
|
|
gear = component.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, NukeopsRuleComponent component)
|
|
{
|
|
MetaData(mob).EntityName = name;
|
|
EnsureComp<NukeOperativeComponent>(mob);
|
|
|
|
if (profile != null)
|
|
{
|
|
_humanoidSystem.LoadProfile(mob, profile);
|
|
}
|
|
|
|
if (component.StartingGearPrototypes.TryGetValue(gear, out var gearPrototype))
|
|
_stationSpawningSystem.EquipStartingGear(mob, gearPrototype, profile);
|
|
|
|
_faction.RemoveFaction(mob, "NanoTrasen", false);
|
|
_faction.AddFaction(mob, "Syndicate");
|
|
}
|
|
|
|
private void SpawnOperatives(int spawnCount, List<IPlayerSession> sessions, bool addSpawnPoints, NukeopsRuleComponent component)
|
|
{
|
|
if (component.NukieOutpost == null)
|
|
return;
|
|
|
|
var outpostUid = component.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 != component.SpawnPointPrototype)
|
|
continue;
|
|
|
|
if (xform.ParentUid != component.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, component);
|
|
var nukeOpsAntag = _prototypeManager.Index<AntagPrototype>(spawnDetails.Role);
|
|
|
|
if (sessions.TryGetValue(i, out var session))
|
|
{
|
|
var profile = _prefs.GetPreferences(session.UserId).SelectedCharacter as HumanoidCharacterProfile;
|
|
if (!_prototypeManager.TryIndex(profile?.Species ?? SharedHumanoidAppearanceSystem.DefaultSpecies, out SpeciesPrototype? species))
|
|
{
|
|
species = _prototypeManager.Index<SpeciesPrototype>(SharedHumanoidAppearanceSystem.DefaultSpecies);
|
|
}
|
|
|
|
var mob = EntityManager.SpawnEntity(species.Prototype, _random.Pick(spawns));
|
|
SetupOperativeEntity(mob, spawnDetails.Name, spawnDetails.Gear, profile, component);
|
|
var newMind = _mindSystem.CreateMind(session.UserId, spawnDetails.Name);
|
|
_mindSystem.SetUserId(newMind, session.UserId);
|
|
_mindSystem.AddRole(newMind, new NukeopsRole(newMind, nukeOpsAntag));
|
|
|
|
_mindSystem.TransferTo(newMind, mob);
|
|
}
|
|
else if (addSpawnPoints)
|
|
{
|
|
var spawnPoint = EntityManager.SpawnEntity(component.GhostSpawnPointProto, _random.Pick(spawns));
|
|
var ghostRole = EnsureComp<GhostRoleComponent>(spawnPoint);
|
|
EnsureComp<GhostRoleMobSpawnerComponent>(spawnPoint);
|
|
ghostRole.RoleName = Loc.GetString(nukeOpsAntag.Name);
|
|
ghostRole.RoleDescription = Loc.GetString(nukeOpsAntag.Objective);
|
|
|
|
var nukeOpSpawner = EnsureComp<NukeOperativeSpawnerComponent>(spawnPoint);
|
|
nukeOpSpawner.OperativeName = spawnDetails.Name;
|
|
nukeOpSpawner.OperativeRolePrototype = spawnDetails.Role;
|
|
nukeOpSpawner.OperativeStartingGear = spawnDetails.Gear;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void SpawnOperativesForGhostRoles(EntityUid uid, NukeopsRuleComponent? component = null)
|
|
{
|
|
if (!Resolve(uid, ref component))
|
|
return;
|
|
|
|
if (!SpawnMap(uid, component))
|
|
{
|
|
Logger.InfoS("nukies", "Failed to load map for nukeops");
|
|
return;
|
|
}
|
|
// Basically copied verbatim from traitor code
|
|
var playersPerOperative = component.PlayersPerOperative;
|
|
var maxOperatives = component.MaxOperatives;
|
|
|
|
var playerPool = _playerSystem.ServerSessions.ToList();
|
|
var numNukies = MathHelper.Clamp(playerPool.Count / playersPerOperative, 1, maxOperatives);
|
|
|
|
var operatives = new List<IPlayerSession>();
|
|
SpawnOperatives(numNukies, operatives, true, component);
|
|
}
|
|
|
|
//For admins forcing someone to nukeOps.
|
|
public void MakeLoneNukie(Mind.Mind mind)
|
|
{
|
|
if (!mind.OwnedEntity.HasValue)
|
|
return;
|
|
|
|
//ok hardcoded value bad but so is everything else here
|
|
_mindSystem.AddRole(mind, new NukeopsRole(mind, _prototypeManager.Index<AntagPrototype>("Nukeops")));
|
|
SetOutfitCommand.SetOutfit(mind.OwnedEntity.Value, "SyndicateOperativeGearFull", EntityManager);
|
|
}
|
|
|
|
private void OnStartAttempt(RoundStartAttemptEvent ev)
|
|
{
|
|
var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
|
|
while (query.MoveNext(out var uid, out var nukeops, out var gameRule))
|
|
{
|
|
if (!GameTicker.IsGameRuleAdded(uid, gameRule))
|
|
continue;
|
|
|
|
var minPlayers = nukeops.MinPlayers;
|
|
if (!ev.Forced && ev.Players.Length < minPlayers)
|
|
{
|
|
_chatManager.SendAdminAnnouncement(Loc.GetString("nukeops-not-enough-ready-players",
|
|
("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
|
|
ev.Cancel();
|
|
continue;
|
|
}
|
|
|
|
if (ev.Players.Length != 0)
|
|
continue;
|
|
|
|
_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
|
|
ev.Cancel();
|
|
}
|
|
}
|
|
|
|
protected override void Started(EntityUid uid, NukeopsRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
|
|
{
|
|
base.Started(uid, component, gameRule, args);
|
|
// TODO: Loot table or something
|
|
foreach (var proto in new[]
|
|
{
|
|
component.CommanderStartGearPrototype,
|
|
component.MedicStartGearPrototype,
|
|
component.OperativeStartGearPrototype
|
|
})
|
|
{
|
|
component.StartingGearPrototypes.Add(proto, _prototypeManager.Index<StartingGearPrototype>(proto));
|
|
}
|
|
|
|
foreach (var proto in new[] { component.EliteNames, component.NormalNames })
|
|
{
|
|
component.OperativeNames.Add(proto, new List<string>(_prototypeManager.Index<DatasetPrototype>(proto).Values));
|
|
}
|
|
|
|
// Add pre-existing nuke operatives to the credit list.
|
|
var query = EntityQuery<NukeOperativeComponent, MindContainerComponent, MetaDataComponent>(true);
|
|
foreach (var (_, mindComp, metaData) in query)
|
|
{
|
|
if (!mindComp.HasMind || !_mindSystem.TryGetSession(mindComp.Mind, out var session))
|
|
continue;
|
|
component.OperativePlayers.Add(metaData.EntityName, session);
|
|
}
|
|
|
|
if (GameTicker.RunLevel == GameRunLevel.InRound)
|
|
SpawnOperativesForGhostRoles(uid, component);
|
|
}
|
|
|
|
}
|