Files
tbd-station-14/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
2022-12-20 14:25:34 -08:00

870 lines
31 KiB
C#

using System.Linq;
using Content.Server.Administration.Commands;
using Content.Server.CharacterAppearance.Components;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Ghost.Roles.Events;
using Content.Server.Humanoid.Systems;
using Content.Server.Mind.Components;
using Content.Server.NPC.Systems;
using Content.Server.Nuke;
using Content.Server.Preferences.Managers;
using Content.Server.RoundEnd;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Systems;
using Content.Server.Spawners.Components;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Server.Traitor;
using Content.Shared.Dataset;
using Content.Shared.MobState;
using Content.Shared.MobState.Components;
using Content.Shared.Nuke;
using Content.Shared.Preferences;
using Content.Shared.Roles;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Server.Player;
using Robust.Shared.Map;
using Robust.Shared.Player;
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 IServerPreferencesManager _prefs = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPlayerManager _playerSystem = default!;
[Dependency] private readonly FactionSystem _faction = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly ShuttleSystem _shuttleSystem = default!;
[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly GameTicker _ticker = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
[Dependency] private readonly RandomHumanoidSystem _randomHumanoid = default!;
private enum WinType
{
/// <summary>
/// Operative major win. This means they nuked the station.
/// </summary>
OpsMajor,
/// <summary>
/// Minor win. All nukies were alive at the end of the round.
/// Alternatively, some nukies were alive, but the disk was left behind.
/// </summary>
OpsMinor,
/// <summary>
/// Neutral win. The nuke exploded, but on the wrong station.
/// </summary>
Neutral,
/// <summary>
/// Crew minor win. The nuclear authentication disk escaped on the shuttle,
/// but some nukies were alive.
/// </summary>
CrewMinor,
/// <summary>
/// Crew major win. This means they either killed all nukies,
/// or the bomb exploded too far away from the station, or on the nukie moon.
/// </summary>
CrewMajor
}
private enum WinCondition
{
NukeExplodedOnCorrectStation,
NukeExplodedOnNukieOutpost,
NukeExplodedOnIncorrectLocation,
NukeActiveInStation,
NukeActiveAtCentCom,
NukeDiskOnCentCom,
NukeDiskNotOnCentCom,
NukiesAbandoned,
AllNukiesDead,
SomeNukiesAlive,
AllNukiesAlive
}
private WinType _winType = WinType.Neutral;
private WinType RuleWinType
{
get => _winType;
set
{
_winType = value;
if (value == WinType.CrewMajor || value == WinType.OpsMajor)
{
_roundEndSystem.EndRound();
}
}
}
private List<WinCondition> _winConditions = new ();
private MapId? _nukiePlanet;
// TODO: use components, don't just cache entity UIDs
// There have been (and probably still are) bugs where these refer to deleted entities from old rounds.
private EntityUid? _nukieOutpost;
private EntityUid? _nukieShuttle;
private EntityUid? _targetStation;
public override string Prototype => "Nukeops";
private NukeopsRuleConfiguration _nukeopsRuleConfig = new();
/// <summary>
/// Cached starting gear prototypes.
/// </summary>
private readonly Dictionary<string, StartingGearPrototype> _startingGearPrototypes = new ();
/// <summary>
/// Cached operator name prototypes.
/// </summary>
private readonly Dictionary<string, List<string>> _operativeNames = new();
/// <summary>
/// Data to be used in <see cref="OnMindAdded"/> for an operative once the Mind has been added.
/// </summary>
private readonly Dictionary<EntityUid, string> _operativeMindPendingData = new();
/// <summary>
/// Players who played as an operative at some point in the round.
/// Stores the session as well as the entity name
/// </summary>
private readonly Dictionary<string, IPlayerSession> _operativePlayers = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
SubscribeLocalEvent<RulePlayerSpawningEvent>(OnPlayersSpawning);
SubscribeLocalEvent<NukeOperativeComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
SubscribeLocalEvent<NukeExplodedEvent>(OnNukeExploded);
SubscribeLocalEvent<GameRunLevelChangedEvent>(OnRunLevelChanged);
SubscribeLocalEvent<NukeDisarmSuccessEvent>(OnNukeDisarm);
SubscribeLocalEvent<NukeOperativeComponent, GhostRoleSpawnerUsedEvent>(OnPlayersGhostSpawning);
SubscribeLocalEvent<NukeOperativeComponent, MindAddedMessage>(OnMindAdded);
SubscribeLocalEvent<NukeOperativeComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<NukeOperativeComponent, ComponentRemove>(OnComponentRemove);
}
private void OnComponentInit(EntityUid uid, NukeOperativeComponent component, ComponentInit args)
{
// If entity has a prior mind attached, add them to the players list.
if (!TryComp<MindComponent>(uid, out var mindComponent) || !RuleAdded)
return;
var session = mindComponent.Mind?.Session;
var name = MetaData(uid).EntityName;
if (session != null)
_operativePlayers.Add(name, session);
}
private void OnComponentRemove(EntityUid uid, NukeOperativeComponent component, ComponentRemove args)
{
CheckRoundShouldEnd();
}
private void OnNukeExploded(NukeExplodedEvent ev)
{
if (!RuleAdded)
return;
if (ev.OwningStation != null)
{
if (ev.OwningStation == _nukieOutpost)
{
_winConditions.Add(WinCondition.NukeExplodedOnNukieOutpost);
RuleWinType = WinType.CrewMajor;
return;
}
if (TryComp(_targetStation, out StationDataComponent? data))
{
foreach (var grid in data.Grids)
{
if (grid != ev.OwningStation)
{
continue;
}
_winConditions.Add(WinCondition.NukeExplodedOnCorrectStation);
RuleWinType = WinType.OpsMajor;
return;
}
}
_winConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
}
else
{
_winConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
}
_roundEndSystem.EndRound();
}
private void OnRunLevelChanged(GameRunLevelChangedEvent ev)
{
switch (ev.New)
{
case GameRunLevel.InRound:
OnRoundStart();
break;
case GameRunLevel.PostRound:
OnRoundEnd();
break;
}
}
private void OnRoundStart()
{
// TODO: This needs to try and target a Nanotrasen station. At the very least,
// we can only currently guarantee that NT stations are the only station to
// exist in the base game.
_targetStation = _stationSystem.Stations.FirstOrNull();
if (_targetStation == null)
{
return;
}
var filter = Filter.Empty();
foreach (var nukie in EntityQuery<NukeOperativeComponent>())
{
if (!TryComp<ActorComponent>(nukie.Owner, out var actor))
{
continue;
}
_chatManager.DispatchServerMessage(actor.PlayerSession, Loc.GetString("nukeops-welcome", ("station", _targetStation.Value)));
filter.AddPlayer(actor.PlayerSession);
}
_audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, filter, recordReplay: false);
}
private void OnRoundEnd()
{
// If the win condition was set to operative/crew major win, ignore.
if (RuleWinType == WinType.OpsMajor || RuleWinType == WinType.CrewMajor)
{
return;
}
foreach (var (nuke, nukeTransform) in EntityManager.EntityQuery<NukeComponent, TransformComponent>(true))
{
if (nuke.Status != NukeStatus.ARMED)
{
continue;
}
// UH OH
if (nukeTransform.MapID == _shuttleSystem.CentComMap)
{
_winConditions.Add(WinCondition.NukeActiveAtCentCom);
RuleWinType = WinType.OpsMajor;
return;
}
if (nukeTransform.GridUid == null || _targetStation == null)
{
continue;
}
if (!TryComp(_targetStation.Value, out StationDataComponent? data))
{
continue;
}
foreach (var grid in data.Grids)
{
if (grid != nukeTransform.GridUid)
{
continue;
}
_winConditions.Add(WinCondition.NukeActiveInStation);
RuleWinType = WinType.OpsMajor;
return;
}
}
var allAlive = true;
foreach (var (_, state) in EntityQuery<NukeOperativeComponent, MobStateComponent>())
{
if (state.CurrentState is DamageState.Alive)
{
continue;
}
allAlive = false;
break;
}
// If all nuke ops were alive at the end of the round,
// the nuke ops win. This is to prevent people from
// running away the moment nuke ops appear.
if (allAlive)
{
RuleWinType = WinType.OpsMinor;
_winConditions.Add(WinCondition.AllNukiesAlive);
return;
}
_winConditions.Add(WinCondition.SomeNukiesAlive);
var diskAtCentCom = false;
foreach (var (_, transform) in EntityManager.EntityQuery<NukeDiskComponent, TransformComponent>())
{
var diskMapId = transform.MapID;
diskAtCentCom = _shuttleSystem.CentComMap == diskMapId;
// TODO: The target station should be stored, and the nuke disk should store its original station.
// This is fine for now, because we can assume a single station in base SS14.
break;
}
// If the disk is currently at Central Command, the crew wins - just slightly.
// This also implies that some nuclear operatives have died.
if (diskAtCentCom)
{
RuleWinType = WinType.CrewMinor;
_winConditions.Add(WinCondition.NukeDiskOnCentCom);
}
// Otherwise, the nuke ops win.
else
{
RuleWinType = WinType.OpsMinor;
_winConditions.Add(WinCondition.NukeDiskNotOnCentCom);
}
}
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
if (!RuleAdded)
return;
var winText = Loc.GetString($"nukeops-{_winType.ToString().ToLower()}");
ev.AddLine(winText);
foreach (var cond in _winConditions)
{
var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}");
ev.AddLine(text);
}
ev.AddLine(Loc.GetString("nukeops-list-start"));
foreach (var (name, session) in _operativePlayers)
{
var listing = Loc.GetString("nukeops-list-name", ("name", name), ("user", session.Name));
ev.AddLine(listing);
}
}
private void CheckRoundShouldEnd()
{
if (!RuleAdded || RuleWinType == WinType.CrewMajor || RuleWinType == WinType.OpsMajor)
return;
// If there are any nuclear bombs that are active, immediately return. We're not over yet.
foreach (var nuke in EntityQuery<NukeComponent>())
{
if (nuke.Status == NukeStatus.ARMED)
{
return;
}
}
MapId? shuttleMapId = EntityManager.EntityExists(_nukieShuttle)
? Transform(_nukieShuttle!.Value).MapID
: null;
MapId? targetStationMap = null;
if (_targetStation != null && TryComp(_targetStation, out StationDataComponent? data))
{
var grid = data.Grids.FirstOrNull();
targetStationMap = grid != null
? Transform(grid.Value).MapID
: null;
}
// Check if there are nuke operatives still alive on the same map as the shuttle,
// or on the same map as the station.
// If there are, the round can continue.
var operatives = EntityQuery<NukeOperativeComponent, MobStateComponent, TransformComponent>(true);
var operativesAlive = operatives
.Where(ent =>
ent.Item3.MapID == shuttleMapId
|| ent.Item3.MapID == targetStationMap)
.Any(ent => ent.Item2.CurrentState == DamageState.Alive && ent.Item1.Running);
if (operativesAlive)
return; // There are living operatives than can access the shuttle, or are still on the station's map.
// Check that there are spawns available and that they can access the shuttle.
var spawnsAvailable = EntityQuery<NukeOperativeSpawnerComponent>(true).Any();
if (spawnsAvailable && shuttleMapId == _nukiePlanet)
return; // Ghost spawns can still access the shuttle. Continue the round.
// The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives,
// and there are no nuclear operatives on the target station's map.
if (spawnsAvailable)
{
_winConditions.Add(WinCondition.NukiesAbandoned);
}
else
{
_winConditions.Add(WinCondition.AllNukiesDead);
}
RuleWinType = WinType.CrewMajor;
}
private void OnNukeDisarm(NukeDisarmSuccessEvent ev)
{
CheckRoundShouldEnd();
}
private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, MobStateChangedEvent ev)
{
if(ev.CurrentMobState == DamageState.Dead)
CheckRoundShouldEnd();
}
private void OnPlayersSpawning(RulePlayerSpawningEvent ev)
{
if (!RuleAdded)
return;
// Basically copied verbatim from traitor code
var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative;
var maxOperatives = _nukeopsRuleConfig.MaxOperatives;
var everyone = new List<IPlayerSession>(ev.PlayerPool);
var prefList = new List<IPlayerSession>();
var cmdrPrefList = new List<IPlayerSession>();
var operatives = new List<IPlayerSession>();
// The LINQ expression ReSharper keeps suggesting is completely unintelligible so I'm disabling it
// ReSharper disable once ForeachCanBeConvertedToQueryUsingAnotherGetEnumerator
foreach (var player in everyone)
{
if (!ev.Profiles.ContainsKey(player.UserId))
{
continue;
}
var profile = ev.Profiles[player.UserId];
if (profile.AntagPreferences.Contains(_nukeopsRuleConfig.OperativeRoleProto))
{
prefList.Add(player);
}
if (profile.AntagPreferences.Contains(_nukeopsRuleConfig.CommanderRolePrototype))
{
cmdrPrefList.Add(player);
}
}
var numNukies = MathHelper.Clamp(ev.PlayerPool.Count / playersPerOperative, 1, maxOperatives);
for (var i = 0; i < numNukies; i++)
{
IPlayerSession nukeOp;
// Only one commander, so we do it at the start
if (i == 0)
{
if (cmdrPrefList.Count == 0)
{
if (prefList.Count == 0)
{
if (everyone.Count == 0)
{
Logger.InfoS("preset", "Insufficient ready players to fill up with nukeops, stopping the selection");
break;
}
nukeOp = _random.PickAndTake(everyone);
Logger.InfoS("preset", "Insufficient preferred nukeop commanders or nukies, picking at random.");
}
else
{
nukeOp = _random.PickAndTake(prefList);
everyone.Remove(nukeOp);
Logger.InfoS("preset", "Insufficient preferred nukeop commanders, picking at random from regular op list.");
}
}
else
{
nukeOp = _random.PickAndTake(cmdrPrefList);
everyone.Remove(nukeOp);
prefList.Remove(nukeOp);
Logger.InfoS("preset", "Selected a preferred nukeop commander.");
}
}
else
{
if (prefList.Count == 0)
{
if (everyone.Count == 0)
{
Logger.InfoS("preset", "Insufficient ready players to fill up with nukeops, stopping the selection");
break;
}
nukeOp = _random.PickAndTake(everyone);
Logger.InfoS("preset", "Insufficient preferred nukeops, picking at random.");
}
else
{
nukeOp = _random.PickAndTake(prefList);
everyone.Remove(nukeOp);
Logger.InfoS("preset", "Selected a preferred nukeop.");
}
}
operatives.Add(nukeOp);
}
SpawnOperatives(numNukies, operatives, false);
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
_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;
SetupOperativeEntity(uid, nukeOpSpawner.OperativeName, nukeOpSpawner.OperativeStartingGear, profile);
_operativeMindPendingData.Add(uid, nukeOpSpawner.OperativeRolePrototype);
}
private void OnMindAdded(EntityUid uid, NukeOperativeComponent component, MindAddedMessage args)
{
if (!TryComp<MindComponent>(uid, out var mindComponent) || mindComponent.Mind == null)
return;
var mind = mindComponent.Mind;
if (_operativeMindPendingData.TryGetValue(uid, out var role))
{
mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(role)));
_operativeMindPendingData.Remove(uid);
}
if (!mind.TryGetSession(out var playerSession))
return;
if (_operativePlayers.ContainsValue(playerSession))
return;
var name = MetaData(uid).EntityName;
_operativePlayers.Add(name, playerSession);
if (_ticker.RunLevel != GameRunLevel.InRound)
return;
if (_nukeopsRuleConfig.GreetSound != null)
_audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, playerSession);
if (_targetStation != null && !string.IsNullOrEmpty(Name(_targetStation.Value)))
_chatManager.DispatchServerMessage(playerSession, Loc.GetString("nukeops-welcome", ("station", _targetStation.Value)));
}
private bool SpawnMap()
{
if (_nukiePlanet != null)
return true; // Map is already loaded.
var path = _nukeopsRuleConfig.NukieOutpostMap;
var shuttlePath = _nukeopsRuleConfig.NukieShuttleMap;
if (path == null)
{
Logger.ErrorS("nukies", "No station map specified for nukeops!");
return false;
}
if (shuttlePath == null)
{
Logger.ErrorS("nukies", "No shuttle map specified for nukeops!");
return false;
}
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.
_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))
{
_shuttleSystem.TryFTLDock(shuttle, _nukieOutpost.Value);
}
_nukiePlanet = mapId;
_nukieShuttle = shuttleId;
return true;
}
private (string Name, string Role, string Gear) GetOperativeSpawnDetails(int spawnNumber)
{
string name;
string role;
string gear;
// Spawn the Commander then Agent first.
switch (spawnNumber)
{
case 0:
name = Loc.GetString("nukeops-role-commander") + " " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.EliteNames]);
role = _nukeopsRuleConfig.CommanderRolePrototype;
gear = _nukeopsRuleConfig.CommanderStartGearPrototype;
break;
case 1:
name = Loc.GetString("nukeops-role-agent") + " " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.NormalNames]);
role = _nukeopsRuleConfig.OperativeRoleProto;
gear = _nukeopsRuleConfig.MedicStartGearPrototype;
break;
default:
name = Loc.GetString("nukeops-role-operator") + " " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.NormalNames]);
role = _nukeopsRuleConfig.OperativeRoleProto;
gear = _nukeopsRuleConfig.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)
{
MetaData(mob).EntityName = name;
EntityManager.EnsureComponent<RandomHumanoidAppearanceComponent>(mob);
EntityManager.EnsureComponent<NukeOperativeComponent>(mob);
if(_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)
{
if (_nukieOutpost == null)
return;
var outpostUid = _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 != _nukeopsRuleConfig.SpawnPointPrototype)
continue;
if (xform.ParentUid != _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);
var nukeOpsAntag = _prototypeManager.Index<AntagPrototype>(spawnDetails.Role);
if (sessions.TryGetValue(i, out var session))
{
var mob = _randomHumanoid.SpawnRandomHumanoid(_nukeopsRuleConfig.RandomHumanoidSettingsPrototype, _random.Pick(spawns), string.Empty);
var profile = _prefs.GetPreferences(session.UserId).SelectedCharacter as HumanoidCharacterProfile;
SetupOperativeEntity(mob, spawnDetails.Name, spawnDetails.Gear, profile);
var newMind = new Mind.Mind(session.UserId)
{
CharacterName = spawnDetails.Name
};
newMind.ChangeOwningPlayer(session.UserId);
newMind.AddRole(new TraitorRole(newMind, nukeOpsAntag));
newMind.TransferTo(mob);
}
else if (addSpawnPoints)
{
var spawnPoint = EntityManager.SpawnEntity(_nukeopsRuleConfig.GhostSpawnPointProto, _random.Pick(spawns));
var spawner = EnsureComp<GhostRoleMobSpawnerComponent>(spawnPoint);
spawner.RoleName = Loc.GetString(nukeOpsAntag.Name);
spawner.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()
{
// Basically copied verbatim from traitor code
var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative;
var maxOperatives = _nukeopsRuleConfig.MaxOperatives;
var playerPool = _playerSystem.ServerSessions.ToList();
var numNukies = MathHelper.Clamp(playerPool.Count / playersPerOperative, 1, maxOperatives);
var operatives = new List<IPlayerSession>();
SpawnOperatives(numNukies, operatives, true);
}
//For admins forcing someone to nukeOps.
public void MakeLoneNukie(Mind.Mind mind)
{
if (!mind.OwnedEntity.HasValue)
return;
mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(_nukeopsRuleConfig.OperativeRoleProto)));
SetOutfitCommand.SetOutfit(mind.OwnedEntity.Value, "SyndicateOperativeGearFull", EntityManager);
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
if (!RuleAdded || Configuration is not NukeopsRuleConfiguration nukeOpsConfig)
return;
_nukeopsRuleConfig = nukeOpsConfig;
var minPlayers = nukeOpsConfig.MinPlayers;
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)
return;
_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
ev.Cancel();
}
public override void Started()
{
RuleWinType = WinType.Neutral;
_winConditions.Clear();
_nukieOutpost = null;
_nukiePlanet = null;
_startingGearPrototypes.Clear();
_operativeNames.Clear();
_operativeMindPendingData.Clear();
_operativePlayers.Clear();
// TODO: Loot table or something
foreach (var proto in new[]
{
_nukeopsRuleConfig.CommanderStartGearPrototype,
_nukeopsRuleConfig.MedicStartGearPrototype,
_nukeopsRuleConfig.OperativeStartGearPrototype
})
{
_startingGearPrototypes.Add(proto, _prototypeManager.Index<StartingGearPrototype>(proto));
}
foreach (var proto in new[] { _nukeopsRuleConfig.EliteNames, _nukeopsRuleConfig.NormalNames })
{
_operativeNames.Add(proto, new List<string>(_prototypeManager.Index<DatasetPrototype>(proto).Values));
}
if (!SpawnMap())
{
Logger.InfoS("nukies", "Failed to load map for nukeops");
return;
}
// Add pre-existing nuke operatives to the credit list.
var query = EntityQuery<NukeOperativeComponent, MindComponent>(true);
foreach (var (_, mindComp) in query)
{
if (mindComp.Mind == null || !mindComp.Mind.TryGetSession(out var session))
continue;
var name = MetaData(mindComp.Owner).EntityName;
_operativePlayers.Add(name, session);
}
if (GameTicker.RunLevel == GameRunLevel.InRound)
SpawnOperativesForGhostRoles();
}
public override void Ended() { }
}