Files
tbd-station-14/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
2022-08-08 12:49:52 +10:00

341 lines
12 KiB
C#

using System.Linq;
using Content.Server.CharacterAppearance.Components;
using Content.Server.Chat.Managers;
using Content.Server.Nuke;
using Content.Server.Players;
using Content.Server.RoundEnd;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Systems;
using Content.Server.Spawners.Components;
using Content.Server.Station.Systems;
using Content.Shared.CCVar;
using Content.Shared.MobState;
using Content.Shared.Dataset;
using Content.Shared.Roles;
using Robust.Server.Maps;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
using Content.Server.Traitor;
using Robust.Shared.Audio;
using Robust.Shared.Player;
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 IConfigurationManager _cfg = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IMapLoader _mapLoader = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!;
[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
private Dictionary<Mind.Mind, bool> _aliveNukeops = new();
private bool _opsWon;
public override string Prototype => "Nukeops";
private readonly SoundSpecifier _greetSound = new SoundPathSpecifier("/Audio/Misc/nukeops.ogg");
private const string NukeopsPrototypeId = "Nukeops";
private const string NukeopsCommanderPrototypeId = "NukeopsCommander";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
SubscribeLocalEvent<RulePlayerSpawningEvent>(OnPlayersSpawning);
SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
SubscribeLocalEvent<NukeExplodedEvent>(OnNukeExploded);
}
private void OnNukeExploded(NukeExplodedEvent ev)
{
if (!RuleAdded)
return;
_opsWon = true;
_roundEndSystem.EndRound();
}
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
if (!RuleAdded)
return;
ev.AddLine(_opsWon ? Loc.GetString("nukeops-ops-won") : Loc.GetString("nukeops-crew-won"));
ev.AddLine(Loc.GetString("nukeops-list-start"));
foreach (var nukeop in _aliveNukeops)
{
ev.AddLine($"- {nukeop.Key.Session?.Name}");
}
}
private void OnMobStateChanged(MobStateChangedEvent ev)
{
if (!RuleAdded)
return;
if (!_aliveNukeops.TryFirstOrNull(x => x.Key.OwnedEntity == ev.Entity, out var op)) return;
_aliveNukeops[op.Value.Key] = op.Value.Key.CharacterDeadIC;
if (_aliveNukeops.Values.All(x => !x))
{
_roundEndSystem.EndRound();
}
}
private void OnPlayersSpawning(RulePlayerSpawningEvent ev)
{
if (!RuleAdded)
return;
_aliveNukeops.Clear();
// Basically copied verbatim from traitor code
var playersPerOperative = _cfg.GetCVar(CCVars.NukeopsPlayersPerOp);
var maxOperatives = _cfg.GetCVar(CCVars.NukeopsMaxOps);
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(NukeopsPrototypeId))
{
prefList.Add(player);
}
if (profile.AntagPreferences.Contains(NukeopsCommanderPrototypeId))
{
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);
}
// TODO: Make this a prototype
// so true PAUL!
var path = "/Maps/nukieplanet.yml";
var shuttlePath = "/Maps/infiltrator.yml";
var mapId = _mapManager.CreateMap();
var (_, outpost) = _mapLoader.LoadBlueprint(mapId, "/Maps/nukieplanet.yml");
if (outpost == null)
{
Logger.ErrorS("nukies", $"Error loading map {path} for nukies!");
return;
}
// Listen I just don't want it to overlap.
var (_, shuttleId) = _mapLoader.LoadBlueprint(mapId, shuttlePath, new MapLoadOptions()
{
Offset = Vector2.One * 1000f,
});
// Naughty, someone saved the shuttle as a map.
if (Deleted(outpost))
{
Logger.ErrorS("nukeops", $"Tried to load nukeops shuttle as a map, aborting.");
_mapManager.DeleteMap(mapId);
return;
}
if (TryComp<ShuttleComponent>(shuttleId, out var shuttle))
{
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<ShuttleSystem>().TryFTLDock(shuttle, outpost.Value);
}
// TODO: Loot table or something
var commanderGear = _prototypeManager.Index<StartingGearPrototype>("SyndicateCommanderGearFull");
var starterGear = _prototypeManager.Index<StartingGearPrototype>("SyndicateOperativeGearFull");
var medicGear = _prototypeManager.Index<StartingGearPrototype>("SyndicateOperativeMedicFull");
var syndicateNamesElite = new List<string>(_prototypeManager.Index<DatasetPrototype>("SyndicateNamesElite").Values);
var syndicateNamesNormal = new List<string>(_prototypeManager.Index<DatasetPrototype>("SyndicateNamesNormal").Values);
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 != "SpawnPointNukies") continue;
if (xform.ParentUid == outpost)
{
spawns.Add(xform.Coordinates);
break;
}
}
if (spawns.Count == 0)
{
spawns.Add(EntityManager.GetComponent<TransformComponent>(outpost.Value).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 < operatives.Count; i++)
{
string name;
string role;
StartingGearPrototype gear;
switch (i)
{
case 0:
name = $"Commander " + _random.PickAndTake<string>(syndicateNamesElite);
role = NukeopsCommanderPrototypeId;
gear = commanderGear;
break;
case 1:
name = $"Agent " + _random.PickAndTake<string>(syndicateNamesNormal);
role = NukeopsPrototypeId;
gear = medicGear;
break;
default:
name = $"Operator " + _random.PickAndTake<string>(syndicateNamesNormal);
role = NukeopsPrototypeId;
gear = starterGear;
break;
}
var session = operatives[i];
var newMind = new Mind.Mind(session.UserId)
{
CharacterName = name
};
newMind.ChangeOwningPlayer(session.UserId);
newMind.AddRole(new TraitorRole(newMind, _prototypeManager.Index<AntagPrototype>(role)));
var mob = EntityManager.SpawnEntity("MobHuman", _random.Pick(spawns));
EntityManager.GetComponent<MetaDataComponent>(mob).EntityName = name;
EntityManager.AddComponent<RandomHumanoidAppearanceComponent>(mob);
newMind.TransferTo(mob);
_stationSpawningSystem.EquipStartingGear(mob, gear, null);
ev.PlayerPool.Remove(session);
_aliveNukeops.Add(newMind, true);
GameTicker.PlayerJoinGame(session);
}
SoundSystem.Play(_greetSound.GetSound(), Filter.Empty().AddWhere(s =>
{
var mind = ((IPlayerSession) s).Data.ContentData()?.Mind;
return mind != null && _aliveNukeops.ContainsKey(mind);
}), AudioParams.Default);
}
//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>(NukeopsPrototypeId)));
_stationSpawningSystem.EquipStartingGear(mind.OwnedEntity.Value, _prototypeManager.Index<StartingGearPrototype>("SyndicateOperativeGearFull"), null);
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
if (!RuleAdded)
return;
var minPlayers = _cfg.GetCVar(CCVars.NukeopsMinPlayers);
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)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
ev.Cancel();
return;
}
}
public override void Started()
{
_opsWon = false;
}
public override void Ended() { }
}