* add SubGamemodes comp/sys * remove RuleChance from thief rule * use SubGamemodes for adding thief rule instead of adding ThiefRule component to random gamemodes * clean up thief rule prototype * add better logging + end rule if it fails to start * march 1st incident * preset ops * the dreaded --------- Co-authored-by: deltanedas <@deltanedas:kde.org>
178 lines
6.5 KiB
C#
178 lines
6.5 KiB
C#
using Content.Server.Antag;
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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.Objectives;
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using Content.Server.Roles;
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using Content.Shared.Antag;
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using Content.Shared.CombatMode.Pacification;
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using Content.Shared.Humanoid;
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using Content.Shared.Inventory;
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using Content.Shared.Mind;
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using Content.Shared.Objectives.Components;
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using Content.Shared.Roles;
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using Robust.Shared.Random;
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using System.Linq;
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namespace Content.Server.GameTicking.Rules;
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public sealed class ThiefRuleSystem : GameRuleSystem<ThiefRuleComponent>
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly AntagSelectionSystem _antagSelection = default!;
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[Dependency] private readonly MindSystem _mindSystem = default!;
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[Dependency] private readonly SharedRoleSystem _roleSystem = default!;
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[Dependency] private readonly ObjectivesSystem _objectives = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayersSpawned);
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SubscribeLocalEvent<ThiefRoleComponent, GetBriefingEvent>(OnGetBriefing);
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SubscribeLocalEvent<ThiefRuleComponent, ObjectivesTextGetInfoEvent>(OnObjectivesTextGetInfo);
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}
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private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
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{
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var query = QueryActiveRules();
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while (query.MoveNext(out var uid, out _, out var comp, out var gameRule))
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{
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//Get all players eligible for this role, allow selecting existing antags
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//TO DO: When voxes specifies are added, increase their chance of becoming a thief by 4 times >:)
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var eligiblePlayers = _antagSelection.GetEligiblePlayers(ev.Players, comp.ThiefPrototypeId, acceptableAntags: AntagAcceptability.All, allowNonHumanoids: true);
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//Abort if there are none
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if (eligiblePlayers.Count == 0)
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{
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Log.Warning($"No eligible thieves found, ending game rule {ToPrettyString(uid):rule}");
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GameTicker.EndGameRule(uid, gameRule);
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continue;
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}
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//Calculate number of thieves to choose
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var thiefCount = _random.Next(1, comp.MaxAllowThief + 1);
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//Select our theives
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var thieves = _antagSelection.ChooseAntags(thiefCount, eligiblePlayers);
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MakeThief(thieves, comp, comp.PacifistThieves);
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}
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}
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public void MakeThief(List<EntityUid> players, ThiefRuleComponent thiefRule, bool addPacified)
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{
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foreach (var thief in players)
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{
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MakeThief(thief, thiefRule, addPacified);
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}
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}
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public void MakeThief(EntityUid thief, ThiefRuleComponent thiefRule, bool addPacified)
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{
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if (!_mindSystem.TryGetMind(thief, out var mindId, out var mind))
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return;
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if (HasComp<ThiefRoleComponent>(mindId))
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return;
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// Assign thief roles
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_roleSystem.MindAddRole(mindId, new ThiefRoleComponent
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{
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PrototypeId = thiefRule.ThiefPrototypeId,
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}, silent: true);
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//Add Pacified
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//To Do: Long-term this should just be using the antag code to add components.
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if (addPacified) //This check is important because some servers may want to disable the thief's pacifism. Do not remove.
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{
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EnsureComp<PacifiedComponent>(thief);
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}
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//Generate objectives
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GenerateObjectives(mindId, mind, thiefRule);
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//Send briefing here to account for humanoid/animal
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_antagSelection.SendBriefing(thief, MakeBriefing(thief), null, thiefRule.GreetingSound);
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// Give starting items
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_inventory.SpawnItemsOnEntity(thief, thiefRule.StarterItems);
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thiefRule.ThievesMinds.Add(mindId);
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}
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public void AdminMakeThief(EntityUid entity, bool addPacified)
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{
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var thiefRule = EntityQuery<ThiefRuleComponent>().FirstOrDefault();
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if (thiefRule == null)
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{
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GameTicker.StartGameRule("Thief", out var ruleEntity);
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thiefRule = Comp<ThiefRuleComponent>(ruleEntity);
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}
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if (HasComp<ThiefRoleComponent>(entity))
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return;
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MakeThief(entity, thiefRule, addPacified);
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}
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private void GenerateObjectives(EntityUid mindId, MindComponent mind, ThiefRuleComponent thiefRule)
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{
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// Give thieves their objectives
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var difficulty = 0f;
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if (_random.Prob(thiefRule.BigObjectiveChance)) // 70% chance to 1 big objective (structure or animal)
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{
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var objective = _objectives.GetRandomObjective(mindId, mind, thiefRule.BigObjectiveGroup);
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if (objective != null)
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{
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_mindSystem.AddObjective(mindId, mind, objective.Value);
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difficulty += Comp<ObjectiveComponent>(objective.Value).Difficulty;
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}
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}
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for (var i = 0; i < thiefRule.MaxStealObjectives && thiefRule.MaxObjectiveDifficulty > difficulty; i++) // Many small objectives
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{
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var objective = _objectives.GetRandomObjective(mindId, mind, thiefRule.SmallObjectiveGroup);
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if (objective == null)
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continue;
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_mindSystem.AddObjective(mindId, mind, objective.Value);
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difficulty += Comp<ObjectiveComponent>(objective.Value).Difficulty;
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}
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//Escape target
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var escapeObjective = _objectives.GetRandomObjective(mindId, mind, thiefRule.EscapeObjectiveGroup);
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if (escapeObjective != null)
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_mindSystem.AddObjective(mindId, mind, escapeObjective.Value);
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}
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//Add mind briefing
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private void OnGetBriefing(Entity<ThiefRoleComponent> thief, ref GetBriefingEvent args)
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{
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if (!TryComp<MindComponent>(thief.Owner, out var mind) || mind.OwnedEntity == null)
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return;
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args.Append(MakeBriefing(mind.OwnedEntity.Value));
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}
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private string MakeBriefing(EntityUid thief)
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{
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var isHuman = HasComp<HumanoidAppearanceComponent>(thief);
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var briefing = "\n";
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briefing = isHuman
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? Loc.GetString("thief-role-greeting-human")
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: Loc.GetString("thief-role-greeting-animal");
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briefing += "\n \n" + Loc.GetString("thief-role-greeting-equipment") + "\n";
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return briefing;
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}
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private void OnObjectivesTextGetInfo(Entity<ThiefRuleComponent> thiefs, ref ObjectivesTextGetInfoEvent args)
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{
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args.Minds = thiefs.Comp.ThievesMinds;
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args.AgentName = Loc.GetString("thief-round-end-agent-name");
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}
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}
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