* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
113 lines
3.7 KiB
C#
113 lines
3.7 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.Shared;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.MobState;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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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 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 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 RuleDeathMatch : GameRule, IEntityEventSubscriber
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{
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private static readonly TimeSpan DeadCheckDelay = TimeSpan.FromSeconds(5);
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = 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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private CancellationTokenSource? _checkTimerCancel;
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public override void Added()
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-death-match-added-announcement"));
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_entityManager.EventBus.SubscribeEvent<DamageChangedEvent>(EventSource.Local, this, OnHealthChanged);
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_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
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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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_entityManager.EventBus.UnsubscribeEvent<DamageChangedEvent>(EventSource.Local, this);
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_playerManager.PlayerStatusChanged -= PlayerManagerOnPlayerStatusChanged;
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}
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private void OnHealthChanged(DamageChangedEvent _)
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{
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_runDelayedCheck();
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}
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private void _checkForWinner()
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{
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_checkTimerCancel = null;
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if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin))
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return;
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IPlayerSession? winner = null;
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foreach (var playerSession in _playerManager.GetAllPlayers())
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{
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var playerEntity = playerSession.AttachedEntity;
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if (playerEntity == null
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|| !playerEntity.TryGetComponent(out IMobStateComponent? state))
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{
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continue;
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}
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if (!state.IsAlive())
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{
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continue;
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}
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if (winner != null)
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{
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// Found a second person alive, nothing decided yet!
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return;
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}
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winner = playerSession;
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}
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_chatManager.DispatchServerAnnouncement(winner == null
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? Loc.GetString("rule-death-match-check-winner-stalemate")
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: Loc.GetString("rule-death-match-check-winner",("winner", winner)));
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var restartDelay = 10;
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_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds", restartDelay)));
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Timer.Spawn(TimeSpan.FromSeconds(restartDelay), () => EntitySystem.Get<GameTicker>().RestartRound());
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}
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private void PlayerManagerOnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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if (e.NewStatus == SessionStatus.Disconnected)
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{
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_runDelayedCheck();
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}
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}
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private void _runDelayedCheck()
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{
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_checkTimerCancel?.Cancel();
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_checkTimerCancel = new CancellationTokenSource();
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Timer.Spawn(DeadCheckDelay, _checkForWinner, _checkTimerCancel.Token);
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}
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}
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}
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