* GameTicker turned into an EntitySystem * Turns ClientGameTicker into an EntitySystem, turn NetMessages into events * Change event names to be more consistent with the rest. * YAML linter uses the dummy gameticker CVar override. * Fix game ticker initialization order * Dummy ticker won't spawn players. * Fix character creation test
164 lines
5.7 KiB
C#
164 lines
5.7 KiB
C#
using System;
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using System.Threading;
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using Content.Server.Chat.Managers;
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using Content.Server.Doors;
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using Content.Server.Players;
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using Content.Server.Suspicion;
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using Content.Server.Suspicion.EntitySystems;
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using Content.Server.Suspicion.Roles;
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using Content.Shared;
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using Content.Shared.CCVar;
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using Content.Shared.MobState;
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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.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server.GameTicking.Rules
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{
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/// <summary>
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/// Simple GameRule that will do a TTT-like gamemode with traitors.
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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 IConfigurationManager _cfg = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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private readonly CancellationTokenSource _checkTimerCancel = new();
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private TimeSpan _endTime;
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public TimeSpan RoundMaxTime { get; set; } = TimeSpan.FromSeconds(CCVars.SuspicionMaxTimeSeconds.DefaultValue);
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public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
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public override void Added()
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{
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RoundMaxTime = TimeSpan.FromSeconds(_cfg.GetCVar(CCVars.SuspicionMaxTimeSeconds));
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_endTime = _timing.CurTime + RoundMaxTime;
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_chatManager.DispatchServerAnnouncement(Loc.GetString("There are traitors on the station! Find them, and kill them!"));
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var filter = Filter.Empty()
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.AddWhere(session => ((IPlayerSession)session).ContentData()?.Mind?.HasRole<SuspicionTraitorRole>() ?? false);
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SoundSystem.Play(filter, "/Audio/Misc/tatoralert.ogg", AudioParams.Default);
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EntitySystem.Get<SuspicionEndTimerSystem>().EndTime = _endTime;
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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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EntitySystem.Get<SuspicionEndTimerSystem>().EndTime = null;
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_checkTimerCancel.Cancel();
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}
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private void Timeout()
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("Time has run out for the traitors!"));
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EndRound(Victory.Innocents);
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}
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private void CheckWinConditions()
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{
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if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin))
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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 IMobStateComponent? mobState)
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|| !playerSession.AttachedEntity.HasComponent<SuspicionRoleComponent>())
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{
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continue;
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}
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if (!mobState.IsAlive())
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{
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continue;
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}
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var mind = playerSession.ContentData()?.Mind;
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if (mind != null && 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(Loc.GetString("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(Loc.GetString("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(Loc.GetString("The innocents are dead! The traitors win."));
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EndRound(Victory.Traitors);
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}
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else if (_timing.CurTime > _endTime)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("Time has run out for the traitors!"));
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EndRound(Victory.Innocents);
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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 = Loc.GetString("The innocents have won!");
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break;
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case Victory.Traitors:
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text = Loc.GetString("The traitors have won!");
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break;
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default:
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text = Loc.GetString("Nobody wins!");
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break;
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}
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var gameTicker = EntitySystem.Get<GameTicker>();
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gameTicker.EndRound(text);
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_chatManager.DispatchServerAnnouncement(Loc.GetString("Restarting in {0} seconds.", (int) RoundEndDelay.TotalSeconds));
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_checkTimerCancel.Cancel();
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Timer.Spawn(RoundEndDelay, () => gameTicker.RestartRound());
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}
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}
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}
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