Files
tbd-station-14/Content.Server/GameTicking/Presets/PresetSuspicion.cs
2021-10-08 12:26:42 +02:00

151 lines
5.8 KiB
C#

using System.Collections.Generic;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules;
using Content.Server.Inventory.Components;
using Content.Server.Items;
using Content.Server.Players;
using Content.Server.Suspicion;
using Content.Server.Suspicion.Roles;
using Content.Server.Traitor.Uplink;
using Content.Server.Traitor.Uplink.Account;
using Content.Server.Traitor.Uplink.Components;
using Content.Shared.CCVar;
using Content.Shared.Inventory;
using Content.Shared.Roles;
using Content.Shared.Traitor.Uplink;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Presets
{
[GamePreset("suspicion")]
public class PresetSuspicion : GamePreset
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] protected readonly IEntityManager EntityManager = default!;
public int MinPlayers { get; set; }
public int MinTraitors { get; set; }
public int PlayersPerTraitor { get; set; }
public int TraitorStartingBalance { get; set; }
public override bool DisallowLateJoin => true;
private static string TraitorID = "SuspicionTraitor";
private static string InnocentID = "SuspicionInnocent";
public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
{
MinPlayers = _cfg.GetCVar(CCVars.SuspicionMinPlayers);
MinTraitors = _cfg.GetCVar(CCVars.SuspicionMinTraitors);
PlayersPerTraitor = _cfg.GetCVar(CCVars.SuspicionPlayersPerTraitor);
TraitorStartingBalance = _cfg.GetCVar(CCVars.SuspicionStartingBalance);
if (!force && readyPlayers.Count < MinPlayers)
{
_chatManager.DispatchServerAnnouncement($"Not enough players readied up for the game! There were {readyPlayers.Count} players readied up out of {MinPlayers} needed.");
return false;
}
if (readyPlayers.Count == 0)
{
_chatManager.DispatchServerAnnouncement("No players readied up! Can't start Suspicion.");
return false;
}
var list = new List<IPlayerSession>(readyPlayers);
var prefList = new List<IPlayerSession>();
foreach (var player in list)
{
if (!ReadyProfiles.ContainsKey(player.UserId))
{
continue;
}
prefList.Add(player);
player.AttachedEntity?.EnsureComponent<SuspicionRoleComponent>();
}
var numTraitors = MathHelper.Clamp(readyPlayers.Count / PlayersPerTraitor,
MinTraitors, readyPlayers.Count);
var traitors = new List<SuspicionTraitorRole>();
for (var i = 0; i < numTraitors; i++)
{
IPlayerSession traitor;
if(prefList.Count == 0)
{
if (list.Count == 0)
{
Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
break;
}
traitor = _random.PickAndTake(list);
Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
}
else
{
traitor = _random.PickAndTake(prefList);
list.Remove(traitor);
Logger.InfoS("preset", "Selected a preferred traitor.");
}
var mind = traitor.Data.ContentData()?.Mind;
var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorID);
DebugTools.AssertNotNull(mind?.OwnedEntity);
var traitorRole = new SuspicionTraitorRole(mind!, antagPrototype);
mind!.AddRole(traitorRole);
traitors.Add(traitorRole);
// creadth: we need to create uplink for the antag.
// PDA should be in place already, so we just need to
// initiate uplink account.
var uplinkAccount = new UplinkAccount(TraitorStartingBalance, mind.OwnedEntity!.Uid);
var accounts = EntityManager.EntitySysManager.GetEntitySystem<UplinkAccountsSystem>();
accounts.AddNewAccount(uplinkAccount);
// try to place uplink
if (!EntityManager.EntitySysManager.GetEntitySystem<UplinkSystem>()
.AddUplink(mind.OwnedEntity, uplinkAccount))
continue;
}
foreach (var player in list)
{
var mind = player.Data.ContentData()?.Mind;
var antagPrototype = _prototypeManager.Index<AntagPrototype>(InnocentID);
DebugTools.AssertNotNull(mind);
mind!.AddRole(new SuspicionInnocentRole(mind, antagPrototype));
}
foreach (var traitor in traitors)
{
traitor.GreetSuspicion(traitors, _chatManager);
}
EntitySystem.Get<GameTicker>().AddGameRule<RuleSuspicion>();
return true;
}
public override string ModeTitle => "Suspicion";
public override string Description => "Suspicion on the Space Station. There are traitors on board... Can you kill them before they kill you?";
}
}