Files
tbd-station-14/Content.Server/GameTicking/Rules/PiratesRuleSystem.cs
Moony fada213a22 Implements item pricing, and piracy. (#8548)
* Start implementing item pricing.

* Flesh out prices a bit, add the appraisal tool.

* Add prices to more things.

* YARRRRRRR

* gives pirates an appraisal tool in their pocket.

* Makes the various traitor objectives valuable. Also nerfs the price of a living person, so it's easier to bargain for them.

* Address reviews.

* Address reviews.
2022-06-03 10:56:11 -05:00

217 lines
7.3 KiB
C#

using System.Linq;
using Content.Server.Cargo.Systems;
using Content.Server.Chat.Managers;
using Content.Server.RoundEnd;
using Content.Server.Spawners.Components;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Shared.CCVar;
using Content.Shared.CharacterAppearance;
using Content.Shared.Roles;
using Robust.Server.Maps;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Utility;
namespace Content.Server.GameTicking.Rules;
/// <summary>
/// This handles the Pirates minor antag, which is designed to coincide with other modes on occasion.
/// </summary>
public sealed class PiratesRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IMapLoader _mapLoader = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
[Dependency] private readonly PricingSystem _pricingSystem = default!;
private List<Mind.Mind> _pirates = new();
private EntityUid _pirateShip = EntityUid.Invalid;
private double _initialShipValue;
public override string Prototype => "Pirates";
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<RulePlayerSpawningEvent>(OnPlayerSpawningEvent);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndTextEvent);
}
private void OnRoundEndTextEvent(RoundEndTextAppendEvent ev)
{
if (!Enabled)
return;
if (Deleted(_pirateShip))
{
// Major loss, the ship somehow got annihilated.
ev.AddLine(Loc.GetString("pirates-no-ship"));
}
else
{
List<(double, EntityUid)> mostValuableThefts = new();
var finalValue = _pricingSystem.AppraiseGrid(_pirateShip, uid =>
{
foreach (var mind in _pirates)
{
if (mind.CurrentEntity == uid)
return false; // Don't appraise the pirates twice, we count them in separately.
}
return true;
}, (uid, price) =>
{
mostValuableThefts.Add((price, uid));
mostValuableThefts.Sort((i1, i2) => i2.Item1.CompareTo(i1.Item1));
if (mostValuableThefts.Count > 5)
mostValuableThefts.Pop();
});
foreach (var mind in _pirates)
{
if (mind.CurrentEntity is not null)
finalValue += _pricingSystem.GetPrice(mind.CurrentEntity.Value);
}
var score = finalValue - _initialShipValue;
ev.AddLine(Loc.GetString("pirates-final-score", ("finalPrice", $"{finalValue:F2}"),
("score", $"{score:F2}")));
}
ev.AddLine(Loc.GetString("pirates-list-start"));
foreach (var pirates in _pirates)
{
ev.AddLine($"- {pirates.CharacterName} ({pirates.Session?.Name}");
}
}
public override void Started() { }
public override void Ended() { }
private void OnPlayerSpawningEvent(RulePlayerSpawningEvent ev)
{
// Forgive me for copy-pasting nukies.
if (!Enabled)
return;
_pirates.Clear();
// Between 1 and <max pirate count>: needs at least n players per op.
var numOps = Math.Max(1,
(int)Math.Min(
Math.Floor((double)ev.PlayerPool.Count / _cfg.GetCVar(CCVars.PiratesPlayersPerOp)), _cfg.GetCVar(CCVars.PiratesMaxOps)));
var ops = new IPlayerSession[numOps];
for (var i = 0; i < numOps; i++)
{
ops[i] = _random.PickAndTake(ev.PlayerPool);
}
var map = "/Maps/pirate.yml";
var aabbs = _stationSystem.Stations.SelectMany(x =>
Comp<StationDataComponent>(x).Grids.Select(x => _mapManager.GetGridComp(x).Grid.WorldAABB)).ToArray();
var aabb = aabbs[0];
for (var i = 1; i < aabbs.Length; i++)
{
aabb.Union(aabbs[i]);
}
var (_, gridId) = _mapLoader.LoadBlueprint(GameTicker.DefaultMap, map, new MapLoadOptions
{
Offset = aabb.Center + MathF.Max(aabb.Height / 2f, aabb.Width / 2f) * 2.5f
});
if (!gridId.HasValue)
{
Logger.ErrorS("pirates", $"Gridid was null when loading \"{map}\", aborting.");
foreach (var session in ops)
{
ev.PlayerPool.Add(session);
}
return;
}
_pirateShip = _mapManager.GetGridEuid(gridId.Value);
// TODO: Loot table or something
var pirateGear = _prototypeManager.Index<StartingGearPrototype>("PirateGear"); // YARRR
var spawns = new List<EntityCoordinates>();
// Forgive me for hardcoding prototypes
foreach (var (_, meta, xform) in EntityQuery<SpawnPointComponent, MetaDataComponent, TransformComponent>(true))
{
if (meta.EntityPrototype?.ID != "SpawnPointPirates" || xform.ParentUid != _pirateShip) continue;
spawns.Add(xform.Coordinates);
}
if (spawns.Count == 0)
{
spawns.Add(Transform(_pirateShip).Coordinates);
Logger.WarningS("pirates", $"Fell back to default spawn for nukies!");
}
for (var i = 0; i < ops.Length; i++)
{
var sex = _random.Prob(0.5f) ? Sex.Male : Sex.Female;
var name = sex.GetName("Human", _prototypeManager, _random);
var session = ops[i];
var newMind = new Mind.Mind(session.UserId)
{
CharacterName = name
};
newMind.ChangeOwningPlayer(session.UserId);
var mob = Spawn("MobHuman", _random.Pick(spawns));
MetaData(mob).EntityName = name;
newMind.TransferTo(mob);
_stationSpawningSystem.EquipStartingGear(mob, pirateGear, null);
_pirates.Add(newMind);
GameTicker.PlayerJoinGame(session);
}
_initialShipValue = _pricingSystem.AppraiseGrid(_pirateShip); // Include the players in the appraisal.
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
if (!Enabled)
return;
var minPlayers = _cfg.GetCVar(CCVars.PiratesMinPlayers);
if (!ev.Forced && ev.Players.Length < minPlayers)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
ev.Cancel();
return;
}
if (ev.Players.Length == 0)
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
ev.Cancel();
return;
}
}
}