* Make latejoining not hardcoded to presets * Applied feedback * Build error fix * Applied more feedback Co-authored-by: David Tan <>
166 lines
6.6 KiB
C#
166 lines
6.6 KiB
C#
using Content.Server.GameTicking.GameRules;
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameTicking;
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using Content.Server.Players;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.PDA;
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using Content.Server.GameObjects.Components.Suspicion;
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using Content.Server.Mobs.Roles;
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using Content.Server.Mobs.Roles.Suspicion;
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using Content.Shared.GameObjects.Components.Inventory;
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using Content.Shared.GameObjects.Components.PDA;
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using Content.Shared.Roles;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Configuration;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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namespace Content.Server.GameTicking.GamePresets
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{
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public class PresetSuspicion : GamePreset
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{
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IGameTicker _gameTicker = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public int MinPlayers { get; set; }
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public int MinTraitors { get; set; }
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public int PlayersPerTraitor { get; set; }
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public int TraitorStartingBalance { get; set; }
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public override bool DisallowLateJoin => true;
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private static string TraitorID = "SuspicionTraitor";
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private static string InnocentID = "SuspicionInnocent";
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public static void RegisterCVars(IConfigurationManager cfg)
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{
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cfg.RegisterCVar("game.suspicion_min_players", 5);
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cfg.RegisterCVar("game.suspicion_min_traitors", 2);
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cfg.RegisterCVar("game.suspicion_players_per_traitor", 5);
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cfg.RegisterCVar("game.suspicion_starting_balance", 20);
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}
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public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
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{
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MinPlayers = _cfg.GetCVar<int>("game.suspicion_min_players");
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MinTraitors = _cfg.GetCVar<int>("game.suspicion_min_traitors");
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PlayersPerTraitor = _cfg.GetCVar<int>("game.suspicion_players_per_traitor");
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TraitorStartingBalance = _cfg.GetCVar<int>("game.suspicion_starting_balance");
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if (!force && readyPlayers.Count < MinPlayers)
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{
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_chatManager.DispatchServerAnnouncement($"Not enough players readied up for the game! There were {readyPlayers.Count} players readied up out of {MinPlayers} needed.");
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return false;
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}
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if (readyPlayers.Count == 0)
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{
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_chatManager.DispatchServerAnnouncement($"No players readied up! Can't start Suspicion.");
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return false;
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}
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var list = new List<IPlayerSession>(readyPlayers);
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var prefList = new List<IPlayerSession>();
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foreach (var player in list)
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{
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if (!readyProfiles.ContainsKey(player.Name))
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{
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continue;
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}
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var profile = readyProfiles[player.Name];
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if (profile.AntagPreferences.Contains(_prototypeManager.Index<AntagPrototype>(TraitorID).Name))
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{
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prefList.Add(player);
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}
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player.AttachedEntity?.EnsureComponent<SuspicionRoleComponent>();
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}
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var numTraitors = MathHelper.Clamp(readyPlayers.Count / PlayersPerTraitor,
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MinTraitors, readyPlayers.Count);
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var traitors = new List<SuspicionTraitorRole>();
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for (var i = 0; i < numTraitors; i++)
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{
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IPlayerSession traitor;
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if(prefList.Count == 0)
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{
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if (list.Count == 0)
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{
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Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
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break;
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}
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traitor = _random.PickAndTake(list);
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Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
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}
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else
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{
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traitor = _random.PickAndTake(prefList);
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list.Remove(traitor);
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Logger.InfoS("preset", "Selected a preferred traitor.");
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}
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var mind = traitor.Data.ContentData().Mind;
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var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorID);
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var traitorRole = new SuspicionTraitorRole(mind, antagPrototype);
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mind.AddRole(traitorRole);
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traitors.Add(traitorRole);
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// creadth: we need to create uplink for the antag.
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// PDA should be in place already, so we just need to
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// initiate uplink account.
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var uplinkAccount =
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new UplinkAccount(mind.OwnedEntity.Uid,
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TraitorStartingBalance);
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var inventory = mind.OwnedEntity.GetComponent<InventoryComponent>();
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if (!inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.IDCARD, out ItemComponent pdaItem))
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{
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continue;
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}
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var pda = pdaItem.Owner;
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var pdaComponent = pda.GetComponent<PDAComponent>();
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if (pdaComponent.IdSlotEmpty)
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{
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continue;
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}
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pdaComponent.InitUplinkAccount(uplinkAccount);
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}
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foreach (var player in list)
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{
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var mind = player.Data.ContentData().Mind;
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var antagPrototype = _prototypeManager.Index<AntagPrototype>(InnocentID);
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mind.AddRole(new SuspicionInnocentRole(mind, antagPrototype));
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}
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foreach (var traitor in traitors)
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{
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traitor.GreetSuspicion(traitors, _chatManager);
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}
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_gameTicker.AddGameRule<RuleSuspicion>();
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return true;
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}
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public override string ModeTitle => "Suspicion";
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public override string Description => "Suspicion on the Space Station. There are traitors on board... Can you kill them before they kill you?";
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}
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}
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