Files
tbd-station-14/Content.Server/GameTicking/GameRules/RuleSuspicion.cs
DrSmugleaf 548ef3dedb Add HUD button that displays your SSS role and allies (#1895)
* Add button that displays your SSS role and allies

* Capitalize button name

* Add cases for 0, 1 and invalid number of allies

* Make the ally syncing system saner
2020-08-27 16:39:29 +02:00

135 lines
4.6 KiB
C#

using System;
using System.Threading;
using Content.Server.GameObjects.Components.Suspicion;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Mobs.Roles;
using Content.Server.Mobs.Roles.Suspicion;
using Content.Server.Players;
using Content.Shared.GameObjects.Components.Damage;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.IoC;
using Timer = Robust.Shared.Timers.Timer;
namespace Content.Server.GameTicking.GameRules
{
/// <summary>
/// Simple GameRule that will do a free-for-all death match.
/// Kill everybody else to win.
/// </summary>
public sealed class RuleSuspicion : GameRule, IEntityEventSubscriber
{
private static readonly TimeSpan DeadCheckDelay = TimeSpan.FromSeconds(1);
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IGameTicker _gameTicker = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private readonly CancellationTokenSource _checkTimerCancel = new CancellationTokenSource();
public override void Added()
{
_chatManager.DispatchServerAnnouncement("There are traitors on the station! Find them, and kill them!");
EntitySystem.Get<AudioSystem>().PlayGlobal("/Audio/Misc/tatoralert.ogg", AudioParams.Default,
(session) => session.ContentData().Mind?.HasRole<SuspicionTraitorRole>() ?? false);
EntitySystem.Get<DoorSystem>().AccessType = DoorSystem.AccessTypes.AllowAllNoExternal;
Timer.SpawnRepeating(DeadCheckDelay, _checkWinConditions, _checkTimerCancel.Token);
}
public override void Removed()
{
base.Removed();
EntitySystem.Get<DoorSystem>().AccessType = DoorSystem.AccessTypes.Id;
_checkTimerCancel.Cancel();
}
private void _checkWinConditions()
{
if (!_cfg.GetCVar<bool>("game.enablewin"))
return;
var traitorsAlive = 0;
var innocentsAlive = 0;
foreach (var playerSession in _playerManager.GetAllPlayers())
{
if (playerSession.AttachedEntity == null
|| !playerSession.AttachedEntity.TryGetComponent(out IDamageableComponent damageable)
|| !playerSession.AttachedEntity.TryGetComponent(out SuspicionRoleComponent suspicionRole))
{
continue;
}
if (damageable.CurrentDamageState != DamageState.Alive)
{
continue;
}
if (playerSession.ContentData().Mind.HasRole<SuspicionTraitorRole>())
traitorsAlive++;
else
innocentsAlive++;
}
if ((innocentsAlive + traitorsAlive) == 0)
{
_chatManager.DispatchServerAnnouncement("Everybody is dead, it's a stalemate!");
EndRound(Victory.Stalemate);
}
else if (traitorsAlive == 0)
{
_chatManager.DispatchServerAnnouncement("The traitors are dead! The innocents win.");
EndRound(Victory.Innocents);
}
else if (innocentsAlive == 0)
{
_chatManager.DispatchServerAnnouncement("The innocents are dead! The traitors win.");
EndRound(Victory.Traitors);
}
}
private enum Victory
{
Stalemate,
Innocents,
Traitors
}
private void EndRound(Victory victory)
{
string text;
switch (victory)
{
case Victory.Innocents:
text = "The innocents have won!";
break;
case Victory.Traitors:
text = "The traitors have won!";
break;
default:
text = "Nobody wins!";
break;
}
_gameTicker.EndRound(text);
_chatManager.DispatchServerAnnouncement($"Restarting in 10 seconds.");
_checkTimerCancel.Cancel();
Timer.Spawn(TimeSpan.FromSeconds(10), () => _gameTicker.RestartRound());
}
}
}