* Refactor traitor generation code. * RandomTraitorAlive no longer crashes when 1 traitor. Also cleaner/faster * Add Antag menu for admins, add Traitor to the list. * Add zombie to admin-antag menu * Pirates, lone op, make traitor consistent with the rest. * Add name strings * cleaned usings. * Cleanup. Co-authored-by: drakewill <drake@drakewill-crl> Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
286 lines
10 KiB
C#
286 lines
10 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules.Configurations;
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using Content.Server.Objectives.Interfaces;
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using Content.Server.Players;
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using Content.Server.Roles;
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using Content.Server.Traitor;
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using Content.Server.Traitor.Uplink;
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using Content.Server.Traitor.Uplink.Account;
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using Content.Shared.CCVar;
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using Content.Shared.Dataset;
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using Content.Shared.Roles;
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using Content.Shared.Sound;
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using Content.Shared.Traitor.Uplink;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.Configuration;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking.Rules;
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public sealed class TraitorRuleSystem : GameRuleSystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = 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 IObjectivesManager _objectivesManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly GameTicker _gameTicker = default!;
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public override string Prototype => "Traitor";
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private readonly SoundSpecifier _addedSound = new SoundPathSpecifier("/Audio/Misc/tatoralert.ogg");
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public List<TraitorRole> Traitors = new();
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private const string TraitorPrototypeID = "Traitor";
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public int TotalTraitors => Traitors.Count;
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public string[] Codewords = new string[3];
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
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SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayersSpawned);
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SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
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}
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public override void Started(){}
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public override void Ended()
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{
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Traitors.Clear();
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}
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private void OnStartAttempt(RoundStartAttemptEvent ev)
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{
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MakeCodewords();
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if (!RuleAdded)
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return;
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// If the current preset doesn't explicitly contain the traitor game rule, just carry on and remove self.
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if (_gameTicker.Preset?.Rules.Contains(Prototype) ?? false)
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{
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_gameTicker.EndGameRule(_prototypeManager.Index<GameRulePrototype>(Prototype));
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return;
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}
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var minPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
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if (!ev.Forced && ev.Players.Length < minPlayers)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
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ev.Cancel();
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return;
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}
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if (ev.Players.Length == 0)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-no-one-ready"));
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ev.Cancel();
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return;
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}
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}
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private void MakeCodewords()
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{
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var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
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var adjectives = _prototypeManager.Index<DatasetPrototype>("adjectives").Values;
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var verbs = _prototypeManager.Index<DatasetPrototype>("verbs").Values;
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var codewordPool = adjectives.Concat(verbs).ToList();
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var finalCodewordCount = Math.Min(codewordCount, codewordPool.Count);
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Codewords = new string[finalCodewordCount];
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for (var i = 0; i < finalCodewordCount; i++)
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{
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Codewords[i] = _random.PickAndTake(codewordPool);
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}
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}
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private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
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{
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if (!RuleAdded)
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return;
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var playersPerTraitor = _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
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var maxTraitors = _cfg.GetCVar(CCVars.TraitorMaxTraitors);
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var numTraitors = MathHelper.Clamp(ev.Players.Length / playersPerTraitor, 1, maxTraitors);
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var traitorPool = FindPotentialTraitors(ev);
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var selectedTraitors = PickTraitors(numTraitors, traitorPool);
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foreach (var traitor in selectedTraitors)
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MakeTraitor(traitor);
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}
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public List<IPlayerSession> FindPotentialTraitors(RulePlayerJobsAssignedEvent ev)
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{
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var list = new List<IPlayerSession>(ev.Players).Where(x =>
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x.Data.ContentData()?.Mind?.AllRoles.All(role => role is not Job { CanBeAntag: false }) ?? false
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).ToList();
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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 (!ev.Profiles.ContainsKey(player.UserId))
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{
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continue;
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}
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var profile = ev.Profiles[player.UserId];
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if (profile.AntagPreferences.Contains(TraitorPrototypeID))
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{
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prefList.Add(player);
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}
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}
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if (prefList.Count == 0)
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{
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Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
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prefList = list;
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}
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return prefList;
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}
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public List<IPlayerSession> PickTraitors(int traitorCount, List<IPlayerSession> prefList)
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{
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var results = new List<IPlayerSession>(traitorCount);
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if (prefList.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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return results;
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}
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for (var i = 0; i < traitorCount; i++)
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{
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results.Add(_random.PickAndTake(prefList));
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Logger.InfoS("preset", "Selected a preferred traitor.");
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}
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return results;
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}
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public bool MakeTraitor(IPlayerSession traitor)
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{
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var mind = traitor.Data.ContentData()?.Mind;
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if (mind == null)
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{
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Logger.ErrorS("preset", "Failed getting mind for picked traitor.");
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return false;
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}
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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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DebugTools.AssertNotNull(mind.OwnedEntity);
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var startingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance);
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var uplinkAccount = new UplinkAccount(startingBalance, mind.OwnedEntity!);
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var accounts = EntityManager.EntitySysManager.GetEntitySystem<UplinkAccountsSystem>();
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accounts.AddNewAccount(uplinkAccount);
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if (!EntityManager.EntitySysManager.GetEntitySystem<UplinkSystem>().AddUplink(mind.OwnedEntity!.Value, uplinkAccount))
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return false;
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var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorPrototypeID);
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var traitorRole = new TraitorRole(mind, antagPrototype);
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mind.AddRole(traitorRole);
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Traitors.Add(traitorRole);
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traitorRole.GreetTraitor(Codewords);
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var maxDifficulty = _cfg.GetCVar(CCVars.TraitorMaxDifficulty);
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var maxPicks = _cfg.GetCVar(CCVars.TraitorMaxPicks);
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//give traitors their objectives
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var difficulty = 0f;
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for (var pick = 0; pick < maxPicks && maxDifficulty > difficulty; pick++)
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{
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var objective = _objectivesManager.GetRandomObjective(traitorRole.Mind);
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if (objective == null) continue;
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if (traitorRole.Mind.TryAddObjective(objective))
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difficulty += objective.Difficulty;
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}
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//give traitors their codewords to keep in their character info menu
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traitorRole.Mind.Briefing = Loc.GetString("traitor-role-codewords", ("codewords", string.Join(", ", Codewords)));
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SoundSystem.Play(_addedSound.GetSound(), Filter.Empty().AddPlayer(traitor), AudioParams.Default);
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return true;
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}
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private void OnRoundEndText(RoundEndTextAppendEvent ev)
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{
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if (!RuleAdded)
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return;
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var result = Loc.GetString("traitor-round-end-result", ("traitorCount", Traitors.Count));
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foreach (var traitor in Traitors)
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{
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var name = traitor.Mind.CharacterName;
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traitor.Mind.TryGetSession(out var session);
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var username = session?.Name;
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var objectives = traitor.Mind.AllObjectives.ToArray();
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if (objectives.Length == 0)
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{
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if (username != null)
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{
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if (name == null)
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result += "\n" + Loc.GetString("traitor-user-was-a-traitor", ("user", username));
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else
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result += "\n" + Loc.GetString("traitor-user-was-a-traitor-named", ("user", username), ("name", name));
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}
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else if (name != null)
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result += "\n" + Loc.GetString("traitor-was-a-traitor-named", ("name", name));
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continue;
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}
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if (username != null)
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{
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if (name == null)
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result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives", ("user", username));
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else
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result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives-named", ("user", username), ("name", name));
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}
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else if (name != null)
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result += "\n" + Loc.GetString("traitor-was-a-traitor-with-objectives-named", ("name", name));
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foreach (var objectiveGroup in objectives.GroupBy(o => o.Prototype.Issuer))
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{
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result += "\n" + Loc.GetString($"preset-traitor-objective-issuer-{objectiveGroup.Key}");
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foreach (var objective in objectiveGroup)
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{
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foreach (var condition in objective.Conditions)
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{
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var progress = condition.Progress;
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if (progress > 0.99f)
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{
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result += "\n- " + Loc.GetString(
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"traitor-objective-condition-success",
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("condition", condition.Title),
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("markupColor", "green")
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);
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}
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else
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{
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result += "\n- " + Loc.GetString(
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"traitor-objective-condition-fail",
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("condition", condition.Title),
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("progress", (int) (progress * 100)),
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("markupColor", "red")
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);
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}
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}
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}
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}
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}
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ev.AddLine(result);
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}
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}
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