* Special latejoin message for captain * fix gender in locale * remove this for now * shame * not really shame * change * do that
525 lines
20 KiB
C#
525 lines
20 KiB
C#
using System.Globalization;
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using System.Linq;
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using System.Numerics;
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using Content.Server.Administration.Managers;
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using Content.Server.GameTicking.Events;
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using Content.Server.Ghost;
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using Content.Server.Shuttles.Components;
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using Content.Server.Spawners.Components;
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using Content.Server.Speech.Components;
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using Content.Server.Station.Components;
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using Content.Shared.Database;
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using Content.Shared.Mind;
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using Content.Shared.Players;
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using Content.Shared.Preferences;
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using Content.Shared.Roles;
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using Content.Shared.Roles.Jobs;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.GameTicking
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{
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public sealed partial class GameTicker
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{
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[Dependency] private readonly IAdminManager _adminManager = default!;
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[Dependency] private readonly SharedJobSystem _jobs = default!;
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[ValidatePrototypeId<EntityPrototype>]
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public const string ObserverPrototypeName = "MobObserver";
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[ValidatePrototypeId<EntityPrototype>]
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public const string AdminObserverPrototypeName = "AdminObserver";
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/// <summary>
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/// How many players have joined the round through normal methods.
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/// Useful for game rules to look at. Doesn't count observers, people in lobby, etc.
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/// </summary>
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public int PlayersJoinedRoundNormally;
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// Mainly to avoid allocations.
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private readonly List<EntityCoordinates> _possiblePositions = new();
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private List<EntityUid> GetSpawnableStations()
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{
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var spawnableStations = new List<EntityUid>();
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var query = EntityQueryEnumerator<StationJobsComponent, StationSpawningComponent>();
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while (query.MoveNext(out var uid, out _, out _))
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{
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spawnableStations.Add(uid);
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}
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return spawnableStations;
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}
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private void SpawnPlayers(List<ICommonSession> readyPlayers,
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Dictionary<NetUserId, HumanoidCharacterProfile> profiles,
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bool force)
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{
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// Allow game rules to spawn players by themselves if needed. (For example, nuke ops or wizard)
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RaiseLocalEvent(new RulePlayerSpawningEvent(readyPlayers, profiles, force));
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var playerNetIds = readyPlayers.Select(o => o.UserId).ToHashSet();
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// RulePlayerSpawning feeds a readonlydictionary of profiles.
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// We need to take these players out of the pool of players available as they've been used.
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if (readyPlayers.Count != profiles.Count)
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{
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var toRemove = new RemQueue<NetUserId>();
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foreach (var (player, _) in profiles)
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{
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if (playerNetIds.Contains(player))
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continue;
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toRemove.Add(player);
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}
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foreach (var player in toRemove)
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{
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profiles.Remove(player);
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}
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}
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var spawnableStations = GetSpawnableStations();
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var assignedJobs = _stationJobs.AssignJobs(profiles, spawnableStations);
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_stationJobs.AssignOverflowJobs(ref assignedJobs, playerNetIds, profiles, spawnableStations);
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// Calculate extended access for stations.
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var stationJobCounts = spawnableStations.ToDictionary(e => e, _ => 0);
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foreach (var (netUser, (job, station)) in assignedJobs)
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{
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if (job == null)
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{
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var playerSession = _playerManager.GetSessionById(netUser);
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_chatManager.DispatchServerMessage(playerSession, Loc.GetString("job-not-available-wait-in-lobby"));
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}
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else
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{
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stationJobCounts[station] += 1;
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}
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}
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_stationJobs.CalcExtendedAccess(stationJobCounts);
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// Spawn everybody in!
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foreach (var (player, (job, station)) in assignedJobs)
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{
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if (job == null)
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continue;
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SpawnPlayer(_playerManager.GetSessionById(player), profiles[player], station, job, false);
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}
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RefreshLateJoinAllowed();
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// Allow rules to add roles to players who have been spawned in. (For example, on-station traitors)
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RaiseLocalEvent(new RulePlayerJobsAssignedEvent(
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assignedJobs.Keys.Select(x => _playerManager.GetSessionById(x)).ToArray(),
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profiles,
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force));
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}
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private void SpawnPlayer(ICommonSession player,
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EntityUid station,
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string? jobId = null,
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bool lateJoin = true,
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bool silent = false)
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{
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var character = GetPlayerProfile(player);
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var jobBans = _banManager.GetJobBans(player.UserId);
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if (jobBans == null || jobId != null && jobBans.Contains(jobId))
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return;
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if (jobId != null)
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{
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var ev = new IsJobAllowedEvent(player, new ProtoId<JobPrototype>(jobId));
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RaiseLocalEvent(ref ev);
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if (ev.Cancelled)
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return;
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}
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SpawnPlayer(player, character, station, jobId, lateJoin, silent);
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}
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private void SpawnPlayer(ICommonSession player,
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HumanoidCharacterProfile character,
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EntityUid station,
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string? jobId = null,
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bool lateJoin = true,
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bool silent = false)
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{
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// Can't spawn players with a dummy ticker!
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if (DummyTicker)
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return;
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if (station == EntityUid.Invalid)
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{
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var stations = GetSpawnableStations();
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_robustRandom.Shuffle(stations);
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if (stations.Count == 0)
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station = EntityUid.Invalid;
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else
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station = stations[0];
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}
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if (lateJoin && DisallowLateJoin)
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{
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JoinAsObserver(player);
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return;
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}
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// We raise this event to allow other systems to handle spawning this player themselves. (e.g. late-join wizard, etc)
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var bev = new PlayerBeforeSpawnEvent(player, character, jobId, lateJoin, station);
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RaiseLocalEvent(bev);
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// Do nothing, something else has handled spawning this player for us!
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if (bev.Handled)
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{
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PlayerJoinGame(player, silent);
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return;
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}
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// Figure out job restrictions
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var restrictedRoles = new HashSet<ProtoId<JobPrototype>>();
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var ev = new GetDisallowedJobsEvent(player, restrictedRoles);
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RaiseLocalEvent(ref ev);
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var jobBans = _banManager.GetJobBans(player.UserId);
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if (jobBans != null)
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restrictedRoles.UnionWith(jobBans);
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// Pick best job best on prefs.
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jobId ??= _stationJobs.PickBestAvailableJobWithPriority(station,
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character.JobPriorities,
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true,
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restrictedRoles);
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// If no job available, stay in lobby, or if no lobby spawn as observer
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if (jobId is null)
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{
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if (!LobbyEnabled)
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{
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JoinAsObserver(player);
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}
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_chatManager.DispatchServerMessage(player,
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Loc.GetString("game-ticker-player-no-jobs-available-when-joining"));
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return;
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}
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PlayerJoinGame(player, silent);
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var data = player.ContentData();
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DebugTools.AssertNotNull(data);
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var newMind = _mind.CreateMind(data!.UserId, character.Name);
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_mind.SetUserId(newMind, data.UserId);
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var jobPrototype = _prototypeManager.Index<JobPrototype>(jobId);
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var job = new JobComponent {Prototype = jobId};
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_roles.MindAddRole(newMind, job, silent: silent);
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var jobName = _jobs.MindTryGetJobName(newMind);
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_playTimeTrackings.PlayerRolesChanged(player);
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var mobMaybe = _stationSpawning.SpawnPlayerCharacterOnStation(station, job, character);
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DebugTools.AssertNotNull(mobMaybe);
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var mob = mobMaybe!.Value;
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_mind.TransferTo(newMind, mob);
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if (lateJoin && !silent)
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{
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if (jobPrototype.JoinNotifyCrew)
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{
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_chatSystem.DispatchStationAnnouncement(station,
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Loc.GetString("latejoin-arrival-announcement-special",
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("character", MetaData(mob).EntityName),
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("entity", mob),
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("job", CultureInfo.CurrentCulture.TextInfo.ToTitleCase(jobName))),
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Loc.GetString("latejoin-arrival-sender"),
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playDefaultSound: false,
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colorOverride: Color.Gold);
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}
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else
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{
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_chatSystem.DispatchStationAnnouncement(station,
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Loc.GetString("latejoin-arrival-announcement",
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("character", MetaData(mob).EntityName),
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("entity", mob),
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("job", CultureInfo.CurrentCulture.TextInfo.ToTitleCase(jobName))),
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Loc.GetString("latejoin-arrival-sender"),
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playDefaultSound: false);
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}
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}
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if (player.UserId == new Guid("{e887eb93-f503-4b65-95b6-2f282c014192}"))
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{
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EntityManager.AddComponent<OwOAccentComponent>(mob);
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}
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_stationJobs.TryAssignJob(station, jobPrototype, player.UserId);
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if (lateJoin)
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_adminLogger.Add(LogType.LateJoin,
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LogImpact.Medium,
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$"Player {player.Name} late joined as {character.Name:characterName} on station {Name(station):stationName} with {ToPrettyString(mob):entity} as a {jobName:jobName}.");
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else
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_adminLogger.Add(LogType.RoundStartJoin,
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LogImpact.Medium,
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$"Player {player.Name} joined as {character.Name:characterName} on station {Name(station):stationName} with {ToPrettyString(mob):entity} as a {jobName:jobName}.");
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// Make sure they're aware of extended access.
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if (Comp<StationJobsComponent>(station).ExtendedAccess
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&& (jobPrototype.ExtendedAccess.Count > 0 || jobPrototype.ExtendedAccessGroups.Count > 0))
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{
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_chatManager.DispatchServerMessage(player, Loc.GetString("job-greet-crew-shortages"));
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}
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if (!silent && TryComp(station, out MetaDataComponent? metaData))
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{
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_chatManager.DispatchServerMessage(player,
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Loc.GetString("job-greet-station-name", ("stationName", metaData.EntityName)));
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}
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// We raise this event directed to the mob, but also broadcast it so game rules can do something now.
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PlayersJoinedRoundNormally++;
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var aev = new PlayerSpawnCompleteEvent(mob,
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player,
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jobId,
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lateJoin,
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silent,
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PlayersJoinedRoundNormally,
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station,
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character);
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RaiseLocalEvent(mob, aev, true);
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}
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public void Respawn(ICommonSession player)
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{
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_mind.WipeMind(player);
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_adminLogger.Add(LogType.Respawn, LogImpact.Medium, $"Player {player} was respawned.");
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if (LobbyEnabled)
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PlayerJoinLobby(player);
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else
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SpawnPlayer(player, EntityUid.Invalid);
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}
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/// <summary>
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/// Makes a player join into the game and spawn on a station.
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/// </summary>
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/// <param name="player">The player joining</param>
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/// <param name="station">The station they're spawning on</param>
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/// <param name="jobId">An optional job for them to spawn as</param>
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/// <param name="silent">Whether or not the player should be greeted upon joining</param>
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public void MakeJoinGame(ICommonSession player, EntityUid station, string? jobId = null, bool silent = false)
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{
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if (!_playerGameStatuses.ContainsKey(player.UserId))
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return;
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if (!_userDb.IsLoadComplete(player))
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return;
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SpawnPlayer(player, station, jobId, silent: silent);
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}
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/// <summary>
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/// Causes the given player to join the current game as observer ghost. See also <see cref="SpawnObserver"/>
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/// </summary>
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public void JoinAsObserver(ICommonSession player)
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{
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// Can't spawn players with a dummy ticker!
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if (DummyTicker)
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return;
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PlayerJoinGame(player);
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SpawnObserver(player);
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}
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/// <summary>
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/// Spawns an observer ghost and attaches the given player to it. If the player does not yet have a mind, the
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/// player is given a new mind with the observer role. Otherwise, the current mind is transferred to the ghost.
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/// </summary>
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public void SpawnObserver(ICommonSession player)
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{
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if (DummyTicker)
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return;
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Entity<MindComponent?>? mind = player.GetMind();
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if (mind == null)
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{
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var name = GetPlayerProfile(player).Name;
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var (mindId, mindComp) = _mind.CreateMind(player.UserId, name);
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mind = (mindId, mindComp);
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_mind.SetUserId(mind.Value, player.UserId);
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_roles.MindAddRole(mind.Value, new ObserverRoleComponent());
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}
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var ghost = _ghost.SpawnGhost(mind.Value);
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_adminLogger.Add(LogType.LateJoin,
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LogImpact.Low,
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$"{player.Name} late joined the round as an Observer with {ToPrettyString(ghost):entity}.");
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}
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#region Spawn Points
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public EntityCoordinates GetObserverSpawnPoint()
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{
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_possiblePositions.Clear();
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var spawnPointQuery = EntityManager.EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
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while (spawnPointQuery.MoveNext(out var uid, out var point, out var transform))
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{
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if (point.SpawnType != SpawnPointType.Observer
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|| TerminatingOrDeleted(uid)
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|| transform.MapUid == null
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|| TerminatingOrDeleted(transform.MapUid.Value))
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{
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continue;
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}
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_possiblePositions.Add(transform.Coordinates);
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}
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var metaQuery = GetEntityQuery<MetaDataComponent>();
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// Fallback to a random grid.
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if (_possiblePositions.Count == 0)
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{
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var query = AllEntityQuery<MapGridComponent>();
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while (query.MoveNext(out var uid, out var grid))
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{
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if (!metaQuery.TryGetComponent(uid, out var meta) || meta.EntityPaused || TerminatingOrDeleted(uid))
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{
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continue;
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}
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_possiblePositions.Add(new EntityCoordinates(uid, Vector2.Zero));
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}
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}
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if (_possiblePositions.Count != 0)
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{
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// TODO: This is just here for the eye lerping.
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// Ideally engine would just spawn them on grid directly I guess? Right now grid traversal is handling it during
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// update which means we need to add a hack somewhere around it.
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var spawn = _robustRandom.Pick(_possiblePositions);
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var toMap = spawn.ToMap(EntityManager, _transform);
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if (_mapManager.TryFindGridAt(toMap, out var gridUid, out _))
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{
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var gridXform = Transform(gridUid);
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return new EntityCoordinates(gridUid, Vector2.Transform(toMap.Position, gridXform.InvWorldMatrix));
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}
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return spawn;
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}
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if (_mapManager.MapExists(DefaultMap))
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{
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var mapUid = _mapManager.GetMapEntityId(DefaultMap);
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if (!TerminatingOrDeleted(mapUid))
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return new EntityCoordinates(mapUid, Vector2.Zero);
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}
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// Just pick a point at this point I guess.
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foreach (var map in _mapManager.GetAllMapIds())
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{
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var mapUid = _mapManager.GetMapEntityId(map);
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if (!metaQuery.TryGetComponent(mapUid, out var meta)
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|| meta.EntityPaused
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|| TerminatingOrDeleted(mapUid))
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{
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continue;
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}
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return new EntityCoordinates(mapUid, Vector2.Zero);
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}
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// AAAAAAAAAAAAA
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// This should be an error, if it didn't cause tests to start erroring when they delete a player.
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_sawmill.Warning("Found no observer spawn points!");
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return EntityCoordinates.Invalid;
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}
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#endregion
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}
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/// <summary>
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/// Event raised broadcast before a player is spawned by the GameTicker.
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/// You can use this event to spawn a player off-station on late-join but also at round start.
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/// When this event is handled, the GameTicker will not perform its own player-spawning logic.
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/// </summary>
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[PublicAPI]
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public sealed class PlayerBeforeSpawnEvent : HandledEntityEventArgs
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{
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public ICommonSession Player { get; }
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public HumanoidCharacterProfile Profile { get; }
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public string? JobId { get; }
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public bool LateJoin { get; }
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public EntityUid Station { get; }
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public PlayerBeforeSpawnEvent(ICommonSession player,
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HumanoidCharacterProfile profile,
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string? jobId,
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bool lateJoin,
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EntityUid station)
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{
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Player = player;
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Profile = profile;
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JobId = jobId;
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LateJoin = lateJoin;
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Station = station;
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}
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}
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/// <summary>
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/// Event raised both directed and broadcast when a player has been spawned by the GameTicker.
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/// You can use this to handle people late-joining, or to handle people being spawned at round start.
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/// Can be used to give random players a role, modify their equipment, etc.
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/// </summary>
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[PublicAPI]
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public sealed class PlayerSpawnCompleteEvent : EntityEventArgs
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{
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public EntityUid Mob { get; }
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public ICommonSession Player { get; }
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public string? JobId { get; }
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public bool LateJoin { get; }
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public bool Silent { get; }
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public EntityUid Station { get; }
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public HumanoidCharacterProfile Profile { get; }
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// Ex. If this is the 27th person to join, this will be 27.
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public int JoinOrder { get; }
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public PlayerSpawnCompleteEvent(EntityUid mob,
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ICommonSession player,
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string? jobId,
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bool lateJoin,
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bool silent,
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int joinOrder,
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EntityUid station,
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HumanoidCharacterProfile profile)
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{
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Mob = mob;
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Player = player;
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JobId = jobId;
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LateJoin = lateJoin;
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Silent = silent;
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Station = station;
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Profile = profile;
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JoinOrder = joinOrder;
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}
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}
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}
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