* make paradox clone receive the original's objectives * antag control verb * rename verb
108 lines
4.5 KiB
C#
108 lines
4.5 KiB
C#
using Content.Server.Antag;
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using Content.Server.Cloning;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Medical.SuitSensors;
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using Content.Server.Objectives.Components;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Gibbing.Components;
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using Content.Shared.Medical.SuitSensor;
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using Content.Shared.Mind;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Rules;
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public sealed class ParadoxCloneRuleSystem : GameRuleSystem<ParadoxCloneRuleComponent>
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{
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly SharedMindSystem _mind = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly CloningSystem _cloning = default!;
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[Dependency] private readonly SuitSensorSystem _sensor = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ParadoxCloneRuleComponent, AntagSelectEntityEvent>(OnAntagSelectEntity);
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SubscribeLocalEvent<ParadoxCloneRuleComponent, AfterAntagEntitySelectedEvent>(AfterAntagEntitySelected);
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}
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protected override void Started(EntityUid uid, ParadoxCloneRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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// check if we got enough potential cloning targets, otherwise cancel the gamerule so that the ghost role does not show up
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var allHumans = _mind.GetAliveHumans();
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if (allHumans.Count == 0)
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{
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Log.Info("Could not find any alive players to create a paradox clone from! Ending gamerule.");
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ForceEndSelf(uid, gameRule);
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}
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}
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// we have to do the spawning here so we can transfer the mind to the correct entity and can assign the objectives correctly
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private void OnAntagSelectEntity(Entity<ParadoxCloneRuleComponent> ent, ref AntagSelectEntityEvent args)
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{
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if (args.Session?.AttachedEntity is not { } spawner)
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return;
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if (ent.Comp.OriginalBody != null) // target was overridden, for example by admin antag control
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{
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if (Deleted(ent.Comp.OriginalBody.Value) || !_mind.TryGetMind(ent.Comp.OriginalBody.Value, out var originalMindId, out var _))
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{
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Log.Warning("Could not find mind of target player to paradox clone!");
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return;
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}
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ent.Comp.OriginalMind = originalMindId;
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}
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else
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{
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// get possible targets
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var allAliveHumanoids = _mind.GetAliveHumans();
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// we already checked when starting the gamerule, but someone might have died since then.
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if (allAliveHumanoids.Count == 0)
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{
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Log.Warning("Could not find any alive players to create a paradox clone from!");
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return;
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}
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// pick a random player
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var randomHumanoidMind = _random.Pick(allAliveHumanoids);
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ent.Comp.OriginalMind = randomHumanoidMind;
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ent.Comp.OriginalBody = randomHumanoidMind.Comp.OwnedEntity;
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}
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if (ent.Comp.OriginalBody == null || !_cloning.TryCloning(ent.Comp.OriginalBody.Value, _transform.GetMapCoordinates(spawner), ent.Comp.Settings, out var clone))
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{
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Log.Error($"Unable to make a paradox clone of entity {ToPrettyString(ent.Comp.OriginalBody)}");
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return;
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}
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var targetComp = EnsureComp<TargetOverrideComponent>(clone.Value);
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targetComp.Target = ent.Comp.OriginalMind; // set the kill target
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var gibComp = EnsureComp<GibOnRoundEndComponent>(clone.Value);
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gibComp.SpawnProto = ent.Comp.GibProto;
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gibComp.PreventGibbingObjectives = new() { "ParadoxCloneKillObjective" }; // don't gib them if they killed the original.
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// turn their suit sensors off so they don't immediately get noticed
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_sensor.SetAllSensors(clone.Value, SuitSensorMode.SensorOff);
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args.Entity = clone;
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}
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private void AfterAntagEntitySelected(Entity<ParadoxCloneRuleComponent> ent, ref AfterAntagEntitySelectedEvent args)
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{
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if (ent.Comp.OriginalMind == null)
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return;
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if (!_mind.TryGetMind(args.EntityUid, out var cloneMindId, out var cloneMindComp))
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return;
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_mind.CopyObjectives(ent.Comp.OriginalMind.Value, (cloneMindId, cloneMindComp), ent.Comp.ObjectiveWhitelist, ent.Comp.ObjectiveBlacklist);
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}
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}
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