Files
tbd-station-14/Content.Server/GameTicking/Rules/RuleDeathMatch.cs
Leon Friedrich df584ad446 ECS damageable (#4529)
* 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
2021-09-14 10:07:37 -07:00

113 lines
3.7 KiB
C#

using System;
using System.Threading;
using Content.Server.Chat.Managers;
using Content.Shared;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.MobState;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking.Rules
{
/// <summary>
/// Simple GameRule that will do a free-for-all death match.
/// Kill everybody else to win.
/// </summary>
public sealed class RuleDeathMatch : GameRule, IEntityEventSubscriber
{
private static readonly TimeSpan DeadCheckDelay = TimeSpan.FromSeconds(5);
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private CancellationTokenSource? _checkTimerCancel;
public override void Added()
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-death-match-added-announcement"));
_entityManager.EventBus.SubscribeEvent<DamageChangedEvent>(EventSource.Local, this, OnHealthChanged);
_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
}
public override void Removed()
{
base.Removed();
_entityManager.EventBus.UnsubscribeEvent<DamageChangedEvent>(EventSource.Local, this);
_playerManager.PlayerStatusChanged -= PlayerManagerOnPlayerStatusChanged;
}
private void OnHealthChanged(DamageChangedEvent _)
{
_runDelayedCheck();
}
private void _checkForWinner()
{
_checkTimerCancel = null;
if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin))
return;
IPlayerSession? winner = null;
foreach (var playerSession in _playerManager.GetAllPlayers())
{
var playerEntity = playerSession.AttachedEntity;
if (playerEntity == null
|| !playerEntity.TryGetComponent(out IMobStateComponent? state))
{
continue;
}
if (!state.IsAlive())
{
continue;
}
if (winner != null)
{
// Found a second person alive, nothing decided yet!
return;
}
winner = playerSession;
}
_chatManager.DispatchServerAnnouncement(winner == null
? Loc.GetString("rule-death-match-check-winner-stalemate")
: Loc.GetString("rule-death-match-check-winner",("winner", winner)));
var restartDelay = 10;
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds", restartDelay)));
Timer.Spawn(TimeSpan.FromSeconds(restartDelay), () => EntitySystem.Get<GameTicker>().RestartRound());
}
private void PlayerManagerOnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.Disconnected)
{
_runDelayedCheck();
}
}
private void _runDelayedCheck()
{
_checkTimerCancel?.Cancel();
_checkTimerCancel = new CancellationTokenSource();
Timer.Spawn(DeadCheckDelay, _checkForWinner, _checkTimerCancel.Token);
}
}
}