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