245 lines
12 KiB
C#
245 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Chat.Managers;
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using Content.Server.GameTicking.Rules;
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using Content.Server.Hands.Components;
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using Content.Server.Inventory.Components;
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using Content.Server.Items;
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using Content.Server.PDA;
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using Content.Server.Players;
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using Content.Server.Spawners.Components;
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using Content.Server.Traitor;
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using Content.Server.Traitor.Uplink;
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using Content.Server.Traitor.Uplink.Account;
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using Content.Server.Traitor.Uplink.Components;
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using Content.Server.TraitorDeathMatch.Components;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Inventory;
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using Content.Shared.MobState.Components;
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using Content.Shared.Traitor.Uplink;
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using Robust.Server.Player;
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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.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.GameTicking.Presets
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{
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[GamePreset("traitordm", "traitordeathmatch")]
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public sealed class PresetTraitorDeathMatch : GamePreset
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{
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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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 IRobustRandom _robustRandom = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public string PDAPrototypeName => "CaptainPDA";
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public string BeltPrototypeName => "ClothingBeltJanitorFilled";
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public string BackpackPrototypeName => "ClothingBackpackFilled";
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private RuleMaxTimeRestart _restarter = default!;
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private bool _safeToEndRound = false;
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private Dictionary<UplinkAccount, string> _allOriginalNames = new();
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public override bool Start(IReadOnlyList<IPlayerSession> readyPlayers, bool force = false)
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{
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var gameTicker = EntitySystem.Get<GameTicker>();
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gameTicker.AddGameRule<RuleTraitorDeathMatch>();
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_restarter = gameTicker.AddGameRule<RuleMaxTimeRestart>();
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_restarter.RoundMaxTime = TimeSpan.FromMinutes(30);
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_restarter.RestartTimer();
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_safeToEndRound = true;
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return true;
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}
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public override void OnSpawnPlayerCompleted(IPlayerSession session, IEntity mob, bool lateJoin)
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{
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var startingBalance = _cfg.GetCVar(CCVars.TraitorDeathMatchStartingBalance);
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// Yup, they're a traitor
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var mind = session.Data.ContentData()?.Mind;
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if (mind == null)
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{
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Logger.ErrorS("preset", "Failed getting mind for TDM player.");
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return;
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}
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var traitorRole = new TraitorRole(mind);
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mind.AddRole(traitorRole);
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// Delete anything that may contain "dangerous" role-specific items.
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// (This includes the PDA, as everybody gets the captain PDA in this mode for true-all-access reasons.)
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if (mind.OwnedEntity != null && IoCManager.Resolve<IEntityManager>().TryGetComponent(mind.OwnedEntity.Uid, out InventoryComponent? inventory))
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{
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var victimSlots = new[] {EquipmentSlotDefines.Slots.IDCARD, EquipmentSlotDefines.Slots.BELT, EquipmentSlotDefines.Slots.BACKPACK};
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foreach (var slot in victimSlots)
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{
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if (inventory.TryGetSlotItem(slot, out ItemComponent? vItem))
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IoCManager.Resolve<IEntityManager>().DeleteEntity(vItem.Owner.Uid);
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}
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// Replace their items:
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// pda
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var newPDA = _entityManager.SpawnEntity(PDAPrototypeName, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(mind.OwnedEntity.Uid).Coordinates);
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inventory.Equip(EquipmentSlotDefines.Slots.IDCARD, IoCManager.Resolve<IEntityManager>().GetComponent<ItemComponent>(newPDA.Uid));
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// belt
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var newTmp = _entityManager.SpawnEntity(BeltPrototypeName, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(mind.OwnedEntity.Uid).Coordinates);
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inventory.Equip(EquipmentSlotDefines.Slots.BELT, IoCManager.Resolve<IEntityManager>().GetComponent<ItemComponent>(newTmp.Uid));
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// backpack
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newTmp = _entityManager.SpawnEntity(BackpackPrototypeName, IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(mind.OwnedEntity.Uid).Coordinates);
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inventory.Equip(EquipmentSlotDefines.Slots.BACKPACK, IoCManager.Resolve<IEntityManager>().GetComponent<ItemComponent>(newTmp.Uid));
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// Like normal traitors, they need access to a traitor account.
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var uplinkAccount = new UplinkAccount(startingBalance, mind.OwnedEntity.Uid);
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var accounts = _entityManager.EntitySysManager.GetEntitySystem<UplinkAccountsSystem>();
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accounts.AddNewAccount(uplinkAccount);
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_entityManager.EntitySysManager.GetEntitySystem<UplinkSystem>()
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.AddUplink(mind.OwnedEntity, uplinkAccount, newPDA);
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_allOriginalNames[uplinkAccount] = IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(mind.OwnedEntity.Uid).EntityName;
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// The PDA needs to be marked with the correct owner.
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var pda = IoCManager.Resolve<IEntityManager>().GetComponent<PDAComponent>(newPDA.Uid);
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_entityManager.EntitySysManager.GetEntitySystem<PDASystem>()
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.SetOwner(pda, IoCManager.Resolve<IEntityManager>().GetComponent<MetaDataComponent>(mind.OwnedEntity.Uid).EntityName);
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IoCManager.Resolve<IEntityManager>().AddComponent<TraitorDeathMatchReliableOwnerTagComponent>(newPDA).UserId = mind.UserId;
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}
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// Finally, it would be preferrable if they spawned as far away from other players as reasonably possible.
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if (mind.OwnedEntity != null && FindAnyIsolatedSpawnLocation(mind, out var bestTarget))
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{
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IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(mind.OwnedEntity.Uid).Coordinates = bestTarget;
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}
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else
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{
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// The station is too drained of air to safely continue.
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if (_safeToEndRound)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-death-match-station-is-too-unsafe-announcement"));
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_restarter.RoundMaxTime = TimeSpan.FromMinutes(1);
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_restarter.RestartTimer();
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_safeToEndRound = false;
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}
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}
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}
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// It would be nice if this function were moved to some generic helpers class.
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private bool FindAnyIsolatedSpawnLocation(Mind.Mind ignoreMe, out EntityCoordinates bestTarget)
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{
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// Collate people to avoid...
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var existingPlayerPoints = new List<EntityCoordinates>();
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foreach (var player in _playerManager.ServerSessions)
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{
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var avoidMeMind = player.Data.ContentData()?.Mind;
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if ((avoidMeMind == null) || (avoidMeMind == ignoreMe))
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continue;
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var avoidMeEntity = avoidMeMind.OwnedEntity;
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if (avoidMeEntity == null)
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continue;
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent(avoidMeEntity.Uid, out MobStateComponent? mobState))
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{
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// Does have mob state component; if critical or dead, they don't really matter for spawn checks
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if (mobState.IsCritical() || mobState.IsDead())
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continue;
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}
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else
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{
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// Doesn't have mob state component. Assume something interesting is going on and don't count this as someone to avoid.
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continue;
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}
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existingPlayerPoints.Add(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(avoidMeEntity.Uid).Coordinates);
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}
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// Iterate over each possible spawn point, comparing to the existing player points.
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// On failure, the returned target is the location that we're already at.
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var bestTargetDistanceFromNearest = -1.0f;
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// Need the random shuffle or it stuffs the first person into Atmospherics pretty reliably
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var ents = _entityManager.EntityQuery<SpawnPointComponent>().Select(x => x.Owner).ToList();
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_robustRandom.Shuffle(ents);
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var foundATarget = false;
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bestTarget = EntityCoordinates.Invalid;
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var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
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foreach (var entity in ents)
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{
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if (!atmosphereSystem.IsTileMixtureProbablySafe(IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(entity.Uid).Coordinates))
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continue;
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var distanceFromNearest = float.PositiveInfinity;
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foreach (var existing in existingPlayerPoints)
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{
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if (IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(entity.Uid).Coordinates.TryDistance(_entityManager, existing, out var dist))
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distanceFromNearest = Math.Min(distanceFromNearest, dist);
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}
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if (bestTargetDistanceFromNearest < distanceFromNearest)
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{
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bestTarget = IoCManager.Resolve<IEntityManager>().GetComponent<TransformComponent>(entity.Uid).Coordinates;
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bestTargetDistanceFromNearest = distanceFromNearest;
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foundATarget = true;
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}
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}
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return foundATarget;
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}
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public override bool OnGhostAttempt(Mind.Mind mind, bool canReturnGlobal)
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{
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var entity = mind.OwnedEntity;
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if ((entity != null) && IoCManager.Resolve<IEntityManager>().TryGetComponent(entity.Uid, out MobStateComponent? mobState))
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{
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if (mobState.IsCritical())
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{
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// TODO BODY SYSTEM KILL
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var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 100);
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(entity.Uid, damage, true);
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}
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else if (!mobState.IsDead())
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{
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if (IoCManager.Resolve<IEntityManager>().HasComponent<HandsComponent>(entity.Uid))
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{
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return false;
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}
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}
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}
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var session = mind.Session;
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if (session == null)
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return false;
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EntitySystem.Get<GameTicker>().Respawn(session);
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return true;
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}
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public override string GetRoundEndDescription()
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{
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var lines = new List<string>();
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lines.Add(Loc.GetString("traitor-death-match-end-round-description-first-line"));
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foreach (var uplink in _entityManager.EntityQuery<UplinkComponent>(true))
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{
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var uplinkAcc = uplink.UplinkAccount;
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if (uplinkAcc != null && _allOriginalNames.ContainsKey(uplinkAcc))
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{
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lines.Add(Loc.GetString("traitor-death-match-end-round-description-entry",
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("originalName", _allOriginalNames[uplinkAcc]),
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("tcBalance", uplinkAcc.Balance)));
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}
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}
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return string.Join('\n', lines);
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}
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public override string ModeTitle => Loc.GetString("traitor-death-match-title");
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public override string Description => Loc.GetString("traitor-death-match-description");
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}
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}
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