311 lines
12 KiB
C#
311 lines
12 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Antag;
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using Content.Server.EUI;
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using Content.Server.Flash;
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using Content.Server.GameTicking.Rules.Components;
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using Content.Server.Mind;
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using Content.Server.Popups;
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using Content.Server.Revolutionary;
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using Content.Server.Revolutionary.Components;
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using Content.Server.Roles;
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using Content.Server.RoundEnd;
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using Content.Server.Shuttles.Systems;
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using Content.Server.Station.Systems;
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using Content.Shared.Database;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.Humanoid;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mindshield.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.NPC.Prototypes;
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using Content.Shared.NPC.Systems;
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using Content.Shared.Revolutionary.Components;
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using Content.Shared.Stunnable;
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using Content.Shared.Zombies;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Content.Shared.Cuffs.Components;
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namespace Content.Server.GameTicking.Rules;
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/// <summary>
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/// Where all the main stuff for Revolutionaries happens (Assigning Head Revs, Command on station, and checking for the game to end.)
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/// </summary>
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public sealed class RevolutionaryRuleSystem : GameRuleSystem<RevolutionaryRuleComponent>
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{
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[Dependency] private readonly IAdminLogManager _adminLogManager = default!;
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[Dependency] private readonly AntagSelectionSystem _antag = default!;
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[Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!;
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[Dependency] private readonly EuiManager _euiMan = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly NpcFactionSystem _npcFaction = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly RoleSystem _role = default!;
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[Dependency] private readonly SharedStunSystem _stun = default!;
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[Dependency] private readonly RoundEndSystem _roundEnd = default!;
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[Dependency] private readonly StationSystem _stationSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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//Used in OnPostFlash, no reference to the rule component is available
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public readonly ProtoId<NpcFactionPrototype> RevolutionaryNpcFaction = "Revolutionary";
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public readonly ProtoId<NpcFactionPrototype> RevPrototypeId = "Rev";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CommandStaffComponent, MobStateChangedEvent>(OnCommandMobStateChanged);
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SubscribeLocalEvent<HeadRevolutionaryComponent, AfterFlashedEvent>(OnPostFlash);
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SubscribeLocalEvent<HeadRevolutionaryComponent, MobStateChangedEvent>(OnHeadRevMobStateChanged);
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SubscribeLocalEvent<RevolutionaryRoleComponent, GetBriefingEvent>(OnGetBriefing);
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}
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protected override void Started(EntityUid uid, RevolutionaryRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
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{
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base.Started(uid, component, gameRule, args);
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component.CommandCheck = _timing.CurTime + component.TimerWait;
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}
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protected override void ActiveTick(EntityUid uid, RevolutionaryRuleComponent component, GameRuleComponent gameRule, float frameTime)
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{
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base.ActiveTick(uid, component, gameRule, frameTime);
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if (component.CommandCheck <= _timing.CurTime)
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{
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component.CommandCheck = _timing.CurTime + component.TimerWait;
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if (CheckCommandLose())
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{
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_roundEnd.DoRoundEndBehavior(RoundEndBehavior.ShuttleCall, component.ShuttleCallTime);
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GameTicker.EndGameRule(uid, gameRule);
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}
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}
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}
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protected override void AppendRoundEndText(EntityUid uid,
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RevolutionaryRuleComponent component,
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GameRuleComponent gameRule,
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ref RoundEndTextAppendEvent args)
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{
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base.AppendRoundEndText(uid, component, gameRule, ref args);
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var revsLost = CheckRevsLose();
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var commandLost = CheckCommandLose();
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// This is (revsLost, commandsLost) concatted together
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// (moony wrote this comment idk what it means)
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var index = (commandLost ? 1 : 0) | (revsLost ? 2 : 0);
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args.AddLine(Loc.GetString(Outcomes[index]));
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var sessionData = _antag.GetAntagIdentifiers(uid);
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args.AddLine(Loc.GetString("rev-headrev-count", ("initialCount", sessionData.Count)));
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foreach (var (mind, data, name) in sessionData)
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{
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_role.MindHasRole<RevolutionaryRoleComponent>(mind, out var role);
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var count = CompOrNull<RevolutionaryRoleComponent>(role)?.ConvertedCount ?? 0;
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args.AddLine(Loc.GetString("rev-headrev-name-user",
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("name", name),
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("username", data.UserName),
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("count", count)));
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// TODO: someone suggested listing all alive? revs maybe implement at some point
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}
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}
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private void OnGetBriefing(EntityUid uid, RevolutionaryRoleComponent comp, ref GetBriefingEvent args)
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{
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var ent = args.Mind.Comp.OwnedEntity;
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var head = HasComp<HeadRevolutionaryComponent>(ent);
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args.Append(Loc.GetString(head ? "head-rev-briefing" : "rev-briefing"));
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}
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/// <summary>
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/// Called when a Head Rev uses a flash in melee to convert somebody else.
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/// </summary>
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private void OnPostFlash(EntityUid uid, HeadRevolutionaryComponent comp, ref AfterFlashedEvent ev)
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{
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var alwaysConvertible = HasComp<AlwaysRevolutionaryConvertibleComponent>(ev.Target);
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if (!_mind.TryGetMind(ev.Target, out var mindId, out var mind) && !alwaysConvertible)
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return;
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if (HasComp<RevolutionaryComponent>(ev.Target) ||
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HasComp<MindShieldComponent>(ev.Target) ||
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!HasComp<HumanoidAppearanceComponent>(ev.Target) &&
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!alwaysConvertible ||
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!_mobState.IsAlive(ev.Target) ||
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HasComp<ZombieComponent>(ev.Target))
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{
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return;
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}
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_npcFaction.AddFaction(ev.Target, RevolutionaryNpcFaction);
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var revComp = EnsureComp<RevolutionaryComponent>(ev.Target);
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if (ev.User != null)
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{
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_adminLogManager.Add(LogType.Mind,
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LogImpact.Medium,
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$"{ToPrettyString(ev.User.Value)} converted {ToPrettyString(ev.Target)} into a Revolutionary");
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if (_mind.TryGetMind(ev.User.Value, out var revMindId, out _))
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{
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if (_role.MindHasRole<RevolutionaryRoleComponent>(revMindId, out var role))
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role.Value.Comp2.ConvertedCount++;
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}
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}
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if (mindId == default || !_role.MindHasRole<RevolutionaryRoleComponent>(mindId))
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{
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_role.MindAddRole(mindId, "MindRoleRevolutionary");
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}
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if (mind?.Session != null)
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_antag.SendBriefing(mind.Session, Loc.GetString("rev-role-greeting"), Color.Red, revComp.RevStartSound);
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}
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//TODO: Enemies of the revolution
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private void OnCommandMobStateChanged(EntityUid uid, CommandStaffComponent comp, MobStateChangedEvent ev)
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{
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if (ev.NewMobState == MobState.Dead || ev.NewMobState == MobState.Invalid)
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CheckCommandLose();
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}
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/// <summary>
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/// Checks if all of command is dead and if so will remove all sec and command jobs if there were any left.
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/// </summary>
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private bool CheckCommandLose()
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{
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var commandList = new List<EntityUid>();
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var heads = AllEntityQuery<CommandStaffComponent>();
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while (heads.MoveNext(out var id, out _))
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{
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commandList.Add(id);
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}
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return IsGroupDetainedOrDead(commandList, true, true, true);
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}
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private void OnHeadRevMobStateChanged(EntityUid uid, HeadRevolutionaryComponent comp, MobStateChangedEvent ev)
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{
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if (ev.NewMobState == MobState.Dead || ev.NewMobState == MobState.Invalid)
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CheckRevsLose();
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}
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/// <summary>
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/// Checks if all the Head Revs are dead and if so will deconvert all regular revs.
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/// </summary>
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private bool CheckRevsLose()
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{
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var stunTime = TimeSpan.FromSeconds(4);
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var headRevList = new List<EntityUid>();
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var headRevs = AllEntityQuery<HeadRevolutionaryComponent, MobStateComponent>();
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while (headRevs.MoveNext(out var uid, out _, out _))
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{
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headRevList.Add(uid);
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}
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// If no Head Revs are alive all normal Revs will lose their Rev status and rejoin Nanotrasen
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// Cuffing Head Revs is not enough - they must be killed.
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if (IsGroupDetainedOrDead(headRevList, false, false, false))
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{
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var rev = AllEntityQuery<RevolutionaryComponent, MindContainerComponent>();
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while (rev.MoveNext(out var uid, out _, out var mc))
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{
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if (HasComp<HeadRevolutionaryComponent>(uid))
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continue;
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_npcFaction.RemoveFaction(uid, RevolutionaryNpcFaction);
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_stun.TryParalyze(uid, stunTime, true);
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RemCompDeferred<RevolutionaryComponent>(uid);
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_popup.PopupEntity(Loc.GetString("rev-break-control", ("name", Identity.Entity(uid, EntityManager))), uid);
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_adminLogManager.Add(LogType.Mind, LogImpact.Medium, $"{ToPrettyString(uid)} was deconverted due to all Head Revolutionaries dying.");
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if (!_mind.TryGetMind(uid, out var mindId, out _, mc))
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continue;
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// remove their antag role
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_role.MindTryRemoveRole<RevolutionaryRoleComponent>(mindId);
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// make it very obvious to the rev they've been deconverted since
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// they may not see the popup due to antag and/or new player tunnel vision
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if (_mind.TryGetSession(mindId, out var session))
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_euiMan.OpenEui(new DeconvertedEui(), session);
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}
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return true;
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}
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return false;
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}
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/// <summary>
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/// Will take a group of entities and check if these entities are alive, dead or cuffed.
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/// </summary>
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/// <param name="list">The list of the entities</param>
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/// <param name="checkOffStation">Bool for if you want to check if someone is in space and consider them missing in action. (Won't check when emergency shuttle arrives just in case)</param>
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/// <param name="countCuffed">Bool for if you don't want to count cuffed entities.</param>
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/// <param name="countRevolutionaries">Bool for if you want to count revolutionaries.</param>
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/// <returns></returns>
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private bool IsGroupDetainedOrDead(List<EntityUid> list, bool checkOffStation, bool countCuffed, bool countRevolutionaries)
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{
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var gone = 0;
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foreach (var entity in list)
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{
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if (TryComp<CuffableComponent>(entity, out var cuffed) && cuffed.CuffedHandCount > 0 && countCuffed)
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{
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gone++;
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continue;
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}
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if (TryComp<MobStateComponent>(entity, out var state))
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{
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if (state.CurrentState == MobState.Dead || state.CurrentState == MobState.Invalid)
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{
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gone++;
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continue;
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}
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if (checkOffStation && _stationSystem.GetOwningStation(entity) == null && !_emergencyShuttle.EmergencyShuttleArrived)
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{
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gone++;
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continue;
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}
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}
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//If they don't have the MobStateComponent they might as well be dead.
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else
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{
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gone++;
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continue;
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}
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if ((HasComp<RevolutionaryComponent>(entity) || HasComp<HeadRevolutionaryComponent>(entity)) && countRevolutionaries)
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{
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gone++;
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continue;
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}
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}
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return gone == list.Count || list.Count == 0;
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}
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private static readonly string[] Outcomes =
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{
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// revs survived and heads survived... how
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"rev-reverse-stalemate",
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// revs won and heads died
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"rev-won",
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// revs lost and heads survived
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"rev-lost",
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// revs lost and heads died
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"rev-stalemate"
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};
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}
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