Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
129 lines
3.7 KiB
C#
129 lines
3.7 KiB
C#
using Content.Server.Chat.Managers;
|
|
using Content.Server.GameTicking.Rules.Configurations;
|
|
using Content.Shared.CCVar;
|
|
using Content.Shared.Damage;
|
|
using Content.Shared.Mobs.Components;
|
|
using Content.Shared.Mobs.Systems;
|
|
using Robust.Server.Player;
|
|
using Robust.Shared.Configuration;
|
|
using Robust.Shared.Enums;
|
|
|
|
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 DeathMatchRuleSystem : GameRuleSystem
|
|
{
|
|
public override string Prototype => "DeathMatch";
|
|
|
|
[Dependency] private readonly IPlayerManager _playerManager = default!;
|
|
[Dependency] private readonly IChatManager _chatManager = default!;
|
|
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
|
|
[Dependency] private readonly IConfigurationManager _cfg = default!;
|
|
|
|
private const float RestartDelay = 10f;
|
|
private const float DeadCheckDelay = 5f;
|
|
|
|
private float? _deadCheckTimer = null;
|
|
private float? _restartTimer = null;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<DamageChangedEvent>(OnHealthChanged);
|
|
}
|
|
|
|
public override void Started()
|
|
{
|
|
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-death-match-added-announcement"));
|
|
|
|
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
|
|
}
|
|
|
|
public override void Ended()
|
|
{
|
|
_deadCheckTimer = null;
|
|
_restartTimer = null;
|
|
|
|
_playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
|
|
}
|
|
|
|
private void OnHealthChanged(DamageChangedEvent _)
|
|
{
|
|
RunDelayedCheck();
|
|
}
|
|
|
|
private void OnPlayerStatusChanged(object? _, SessionStatusEventArgs e)
|
|
{
|
|
if (e.NewStatus == SessionStatus.Disconnected)
|
|
{
|
|
RunDelayedCheck();
|
|
}
|
|
}
|
|
|
|
private void RunDelayedCheck()
|
|
{
|
|
if (!RuleAdded || _deadCheckTimer != null)
|
|
return;
|
|
|
|
_deadCheckTimer = DeadCheckDelay;
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
if (!RuleAdded)
|
|
return;
|
|
|
|
// If the restart timer is active, that means the round is ending soon, no need to check for winners.
|
|
// TODO: We probably want a sane, centralized round end thingie in GameTicker, RoundEndSystem is no good...
|
|
if (_restartTimer != null)
|
|
{
|
|
_restartTimer -= frameTime;
|
|
|
|
if (_restartTimer > 0f)
|
|
return;
|
|
|
|
GameTicker.EndRound();
|
|
GameTicker.RestartRound();
|
|
return;
|
|
}
|
|
|
|
if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin) || _deadCheckTimer == null)
|
|
return;
|
|
|
|
_deadCheckTimer -= frameTime;
|
|
|
|
if (_deadCheckTimer > 0)
|
|
return;
|
|
|
|
_deadCheckTimer = null;
|
|
|
|
IPlayerSession? winner = null;
|
|
foreach (var playerSession in _playerManager.ServerSessions)
|
|
{
|
|
if (playerSession.AttachedEntity is not {Valid: true} playerEntity
|
|
|| !TryComp(playerEntity, out MobStateComponent? state))
|
|
continue;
|
|
|
|
if (!_mobStateSystem.IsAlive(playerEntity, state))
|
|
continue;
|
|
|
|
// Found a second person alive, nothing decided yet!
|
|
if (winner != null)
|
|
return;
|
|
|
|
winner = playerSession;
|
|
}
|
|
|
|
_chatManager.DispatchServerAnnouncement(winner == null
|
|
? Loc.GetString("rule-death-match-check-winner-stalemate")
|
|
: Loc.GetString("rule-death-match-check-winner",("winner", winner)));
|
|
|
|
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds", RestartDelay)));
|
|
_restartTimer = RestartDelay;
|
|
}
|
|
}
|