Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
232 lines
6.7 KiB
C#
232 lines
6.7 KiB
C#
using System.Linq;
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using Content.Server.Afk;
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using Content.Server.Afk.Events;
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using Content.Server.GameTicking;
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using Content.Server.Roles;
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using Content.Shared.CCVar;
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using Content.Shared.GameTicking;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Players.PlayTimeTracking;
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using Content.Shared.Roles;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Server.Players.PlayTimeTracking;
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/// <summary>
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/// Connects <see cref="PlayTimeTrackingManager"/> to the simulation state. Reports trackers and such.
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/// </summary>
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public sealed class PlayTimeTrackingSystem : EntitySystem
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{
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[Dependency] private readonly IAfkManager _afk = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypes = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly PlayTimeTrackingManager _tracking = default!;
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public override void Initialize()
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{
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base.Initialize();
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_tracking.CalcTrackers += CalcTrackers;
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SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundEnd);
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttached);
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SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetached);
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SubscribeLocalEvent<RoleAddedEvent>(OnRoleAdd);
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SubscribeLocalEvent<RoleRemovedEvent>(OnRoleRemove);
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SubscribeLocalEvent<AFKEvent>(OnAFK);
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SubscribeLocalEvent<UnAFKEvent>(OnUnAFK);
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SubscribeLocalEvent<MobStateChangedEvent>(OnMobStateChanged);
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SubscribeLocalEvent<PlayerJoinedLobbyEvent>(OnPlayerJoinedLobby);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_tracking.CalcTrackers -= CalcTrackers;
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}
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private void CalcTrackers(IPlayerSession player, HashSet<string> trackers)
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{
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if (_afk.IsAfk(player))
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return;
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if (!IsPlayerAlive(player))
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return;
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trackers.Add(PlayTimeTrackingShared.TrackerOverall);
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trackers.UnionWith(GetTimedRoles(player));
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}
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private bool IsPlayerAlive(IPlayerSession session)
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{
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var attached = session.AttachedEntity;
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if (attached == null)
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return false;
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if (!TryComp<MobStateComponent>(attached, out var state))
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return false;
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return state.CurrentState is MobState.Alive or MobState.Critical;
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}
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public IEnumerable<string> GetTimedRoles(Mind.Mind mind)
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{
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foreach (var role in mind.AllRoles)
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{
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if (role is not IRoleTimer timer)
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continue;
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yield return _prototypes.Index<PlayTimeTrackerPrototype>(timer.Timer).ID;
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}
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}
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private IEnumerable<string> GetTimedRoles(IPlayerSession session)
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{
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var contentData = _playerManager.GetPlayerData(session.UserId).ContentData();
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if (contentData?.Mind == null)
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return Enumerable.Empty<string>();
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return GetTimedRoles(contentData.Mind);
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}
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private void OnRoleRemove(RoleRemovedEvent ev)
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{
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if (ev.Mind.Session == null)
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return;
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_tracking.QueueRefreshTrackers(ev.Mind.Session);
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}
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private void OnRoleAdd(RoleAddedEvent ev)
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{
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if (ev.Mind.Session == null)
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return;
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_tracking.QueueRefreshTrackers(ev.Mind.Session);
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}
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private void OnRoundEnd(RoundRestartCleanupEvent ev)
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{
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_tracking.Save();
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}
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private void OnUnAFK(ref UnAFKEvent ev)
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{
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_tracking.QueueRefreshTrackers(ev.Session);
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}
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private void OnAFK(ref AFKEvent ev)
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{
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_tracking.QueueRefreshTrackers(ev.Session);
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}
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private void OnPlayerAttached(PlayerAttachedEvent ev)
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{
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_tracking.QueueRefreshTrackers(ev.Player);
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}
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private void OnPlayerDetached(PlayerDetachedEvent ev)
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{
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// This doesn't fire if the player doesn't leave their body. I guess it's fine?
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_tracking.QueueRefreshTrackers(ev.Player);
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}
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private void OnMobStateChanged(MobStateChangedEvent ev)
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{
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if (!TryComp(ev.Target, out ActorComponent? actor))
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return;
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_tracking.QueueRefreshTrackers(actor.PlayerSession);
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}
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private void OnPlayerJoinedLobby(PlayerJoinedLobbyEvent ev)
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{
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_tracking.QueueRefreshTrackers(ev.PlayerSession);
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// Send timers to client when they join lobby, so the UIs are up-to-date.
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_tracking.QueueSendTimers(ev.PlayerSession);
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}
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public bool IsAllowed(IPlayerSession player, string role)
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{
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if (!_prototypes.TryIndex<JobPrototype>(role, out var job) ||
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job.Requirements == null ||
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!_cfg.GetCVar(CCVars.GameRoleTimers))
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return true;
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var playTimes = _tracking.GetTrackerTimes(player);
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return JobRequirements.TryRequirementsMet(job, playTimes, out _, _prototypes);
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}
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public HashSet<string> GetDisallowedJobs(IPlayerSession player)
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{
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var roles = new HashSet<string>();
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if (!_cfg.GetCVar(CCVars.GameRoleTimers))
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return roles;
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var playTimes = _tracking.GetTrackerTimes(player);
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foreach (var job in _prototypes.EnumeratePrototypes<JobPrototype>())
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{
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if (job.Requirements != null)
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{
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foreach (var requirement in job.Requirements)
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{
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if (JobRequirements.TryRequirementMet(requirement, playTimes, out _, _prototypes))
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continue;
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goto NoRole;
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}
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}
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roles.Add(job.ID);
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NoRole:;
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}
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return roles;
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}
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public void RemoveDisallowedJobs(NetUserId userId, ref List<string> jobs)
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{
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if (!_cfg.GetCVar(CCVars.GameRoleTimers))
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return;
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var player = _playerManager.GetSessionByUserId(userId);
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var playTimes = _tracking.GetTrackerTimes(player);
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for (var i = 0; i < jobs.Count; i++)
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{
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var job = jobs[i];
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if (!_prototypes.TryIndex<JobPrototype>(job, out var jobber) ||
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jobber.Requirements == null ||
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jobber.Requirements.Count == 0)
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continue;
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foreach (var requirement in jobber.Requirements)
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{
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if (JobRequirements.TryRequirementMet(requirement, playTimes, out _, _prototypes))
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continue;
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jobs.RemoveSwap(i);
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i--;
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break;
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}
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}
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}
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public void PlayerRolesChanged(IPlayerSession player)
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{
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_tracking.QueueRefreshTrackers(player);
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}
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}
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