104 lines
4.9 KiB
C#
104 lines
4.9 KiB
C#
#nullable enable annotations
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using System.Collections.Generic;
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using Content.Server.Ghost.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Ghost;
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using Content.Shared.MobState.Components;
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using Content.Shared.Preferences;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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namespace Content.Server.GameTicking.Presets
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{
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/// <summary>
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/// A round-start setup preset, such as which antagonists to spawn.
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/// </summary>
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public abstract class GamePreset
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{
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public abstract bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false);
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public virtual string ModeTitle => "Sandbox";
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public virtual string Description => "Secret!";
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public virtual bool DisallowLateJoin => false;
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public Dictionary<NetUserId, HumanoidCharacterProfile> ReadyProfiles = new();
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public virtual void OnGameStarted() { }
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/// <summary>
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/// Called when a player is spawned in (this includes, but is not limited to, before Start)
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/// </summary>
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public virtual void OnSpawnPlayerCompleted(IPlayerSession session, IEntity mob, bool lateJoin) { }
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/// <summary>
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/// Called when a player attempts to ghost.
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/// </summary>
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public virtual bool OnGhostAttempt(Mind.Mind mind, bool canReturnGlobal)
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{
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var playerEntity = mind.OwnedEntity;
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if (playerEntity != null && IoCManager.Resolve<IEntityManager>().HasComponent<GhostComponent>(playerEntity.Uid))
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return false;
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if (mind.VisitingEntity != null)
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{
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mind.UnVisit();
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}
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var position = (playerEntity != null ? IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(playerEntity.Uid) : null).Coordinates ?? EntitySystem.Get<GameTicker>().GetObserverSpawnPoint();
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// Ok, so, this is the master place for the logic for if ghosting is "too cheaty" to allow returning.
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// There's no reason at this time to move it to any other place, especially given that the 'side effects required' situations would also have to be moved.
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// + If CharacterDeadPhysically applies, we're physically dead. Therefore, ghosting OK, and we can return (this is critical for gibbing)
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// Note that we could theoretically be ICly dead and still physically alive and vice versa.
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// (For example, a zombie could be dead ICly, but may retain memories and is definitely physically active)
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// + If we're in a mob that is critical, and we're supposed to be able to return if possible,
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/// we're succumbing - the mob is killed. Therefore, character is dead. Ghosting OK.
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// (If the mob survives, that's a bug. Ghosting is kept regardless.)
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var canReturn = canReturnGlobal && mind.CharacterDeadPhysically;
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if (playerEntity != null && canReturnGlobal && IoCManager.Resolve<IEntityManager>().TryGetComponent(playerEntity.Uid, out MobStateComponent? mobState))
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{
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if (mobState.IsCritical())
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{
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canReturn = true;
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//todo: what if they dont breathe lol
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//cry deeply
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DamageSpecifier damage = new(IoCManager.Resolve<IPrototypeManager>().Index<DamageTypePrototype>("Asphyxiation"), 200);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(playerEntity.Uid, damage, true);
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}
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var ghost = entityManager.SpawnEntity("MobObserver", position.ToMap(entityManager));
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// Try setting the ghost entity name to either the character name or the player name.
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// If all else fails, it'll default to the default entity prototype name, "observer".
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// However, that should rarely happen.
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if(!string.IsNullOrWhiteSpace(mind.CharacterName))
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IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(ghost.Uid).EntityName = mind.CharacterName;
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else if (!string.IsNullOrWhiteSpace(mind.Session?.Name))
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IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(ghost.Uid).EntityName = mind.Session.Name;
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var ghostComponent = IoCManager.Resolve<IEntityManager>().GetComponent<GhostComponent>(ghost.Uid);
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if (mind.TimeOfDeath.HasValue)
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{
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ghostComponent.TimeOfDeath = mind.TimeOfDeath!.Value;
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}
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EntitySystem.Get<SharedGhostSystem>().SetCanReturnToBody(ghostComponent, canReturn);
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if (canReturn)
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mind.Visit(ghost);
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else
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mind.TransferTo(ghost.Uid);
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return true;
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}
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public virtual string GetRoundEndDescription() => string.Empty;
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}
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}
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