Files
tbd-station-14/Content.Server/GameTicking/Rules/SurvivorRuleSystem.cs
keronshb 68de58eb66 THE WIZARD (#35406)
* Adds Survivor Antag

* Adds Survivor Role

* Adds Survivor Rule ECS, adds a survivor role event, adds make antagonist to  random global spawn spell

* Moves Survivor Ensurecomp to event handler. Makes Add Survivor Role a broadcast. Adds Survivor Component. Removes redundant briefing.

* Adds Survivor Antagonist role type for admins to keep track of this easier, adds it to Survivor.

* Adds access to survivor game rule system

* Adds Survivor Rule

* Adds end of round survivor text

* Adds end of round reporting logic. Adds logic to start the survivor rule.

* Changes desc from centcomm to shuttle

* survivor (S)

* Checks if they're alive on the shuttle instead of centcomm.

* ftl text selection based on number of survivors.

* Removed Survivor Antagonist, replaced it with Free Agent.

* Adds InvalidForGlobalSpawnSpell tag, checks for it on spawnspell, and adds it to a zombified person.

* Changes logic so we launch the game rule if it hasnt launched yet. Moves rule logic starting to server. Moved survivor rule logic out of event and into Start method.

* Fixes invalid entity issue

* Descs for Survivor Rule and Survivor comps

* Moves Survivor Rule to its own yml

* Checks for dead survivors, changes survivor checks for mind. Adds survivor comp to mind to fix any mindswap issues. Same for invalid survivor tag

* Changes shuttle xform call to just mapid

* Protoid fix

* THE WIZARD

* Wizard spawner

* adds the correct state

* Wizard preset and weight

* Fixes wizard rule

* Weight back to 100%

* Adds Random Metadata

* Wizard locs

* Puts requirements in the right place

* Adds wiz ghost spawner and mob

* wizard spawnpoint fix + shuttle mapping

* wizard loadout + fix wizard spawning + wizard random name

* comment

* Adds Wizard testing

* FIXES SHUTTLE ISSUE BASED REI

* THE WIZARD LOBBY SONG. Special thanks to song creator Chris Remo for allowing us to use this.

* Free Objective ECS + Base Free Objective

* Space Wizard Federation for Wiz Obj issuer.

* Wizard Objectives

* Moves wizard shuttle to base wizard rule. Gives Wizard their objectives. Removes WizardRule

* Renames midround to subgamemodes. Adds wizard sub game mode.

* Adds SubWizard to SubGameModesRule. Adds a SubGameMode with no wizard. Adds No SubGamemodeRule for Wizard preset

* Wizard midround event

* Fixes wizard midround

* Wizard Guidebook

* Removes todo

* Fixes text

* Removes wizard rule ECS, not needed

* Wizard jetpack

---------

Co-authored-by: ScarKy0 <scarky0@onet.eu>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
2025-02-25 22:34:07 -07:00

109 lines
3.9 KiB
C#

using Content.Server.Antag;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Mind;
using Content.Server.Roles;
using Content.Server.Shuttles.Systems;
using Content.Shared.GameTicking.Components;
using Content.Shared.Mind;
using Content.Shared.Mobs.Systems;
using Content.Shared.Survivor.Components;
using Content.Shared.Tag;
using Robust.Server.GameObjects;
namespace Content.Server.GameTicking.Rules;
public sealed class SurvivorRuleSystem : GameRuleSystem<SurvivorRuleComponent>
{
[Dependency] private readonly RoleSystem _role = default!;
[Dependency] private readonly MindSystem _mind = default!;
[Dependency] private readonly AntagSelectionSystem _antag = default!;
[Dependency] private readonly TransformSystem _xform = default!;
[Dependency] private readonly EmergencyShuttleSystem _eShuttle = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SurvivorRoleComponent, GetBriefingEvent>(OnGetBriefing);
}
// TODO: Planned rework post wizard release when RandomGlobalSpawnSpell becomes a gamerule
protected override void Started(EntityUid uid, SurvivorRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
var allAliveHumanMinds = _mind.GetAliveHumans();
foreach (var humanMind in allAliveHumanMinds)
{
if (!humanMind.Comp.OwnedEntity.HasValue)
continue;
var mind = humanMind.Owner;
var ent = humanMind.Comp.OwnedEntity.Value;
if (HasComp<SurvivorComponent>(mind) || _tag.HasTag(mind, "InvalidForSurvivorAntag"))
continue;
EnsureComp<SurvivorComponent>(mind);
_role.MindAddRole(mind, "MindRoleSurvivor");
_antag.SendBriefing(ent, Loc.GetString("survivor-role-greeting"), Color.Olive, null);
}
}
private void OnGetBriefing(Entity<SurvivorRoleComponent> ent, ref GetBriefingEvent args)
{
args.Append(Loc.GetString("survivor-role-greeting"));
}
protected override void AppendRoundEndText(EntityUid uid,
SurvivorRuleComponent component,
GameRuleComponent gameRule,
ref RoundEndTextAppendEvent args)
{
base.AppendRoundEndText(uid, component, gameRule, ref args);
// Using this instead of alive antagonists to make checking for shuttle & if the ent is alive easier
var existingSurvivors = AllEntityQuery<SurvivorComponent, MindComponent>();
var deadSurvivors = 0;
var aliveMarooned = 0;
var aliveOnShuttle = 0;
var eShuttle = _eShuttle.GetShuttle();
while (existingSurvivors.MoveNext(out _, out _, out var mindComp))
{
// If their brain is gone or they respawned/became a ghost role
if (mindComp.CurrentEntity is null)
{
deadSurvivors++;
continue;
}
var survivor = mindComp.CurrentEntity.Value;
if (!_mobState.IsAlive(survivor))
{
deadSurvivors++;
continue;
}
if (eShuttle != null && eShuttle.Value.IsValid() && (Transform(eShuttle.Value).MapID == _xform.GetMapCoordinates(survivor).MapId))
{
aliveOnShuttle++;
continue;
}
aliveMarooned++;
}
args.AddLine(Loc.GetString("survivor-round-end-dead-count", ("deadCount", deadSurvivors)));
args.AddLine(Loc.GetString("survivor-round-end-alive-count", ("aliveCount", aliveMarooned)));
args.AddLine(Loc.GetString("survivor-round-end-alive-on-shuttle-count", ("aliveCount", aliveOnShuttle)));
// Player manifest at EOR shows who's a survivor so no need for extra info here.
}
}