--- /dev/null
+using System;
+using Content.Shared.Suspicion;
+using Robust.Shared.GameObjects;
+
+namespace Content.Client.Suspicion
+{
+ public sealed class SuspicionEndTimerSystem : EntitySystem
+ {
+ public TimeSpan? EndTime { get; private set; }
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeNetworkEvent<SuspicionMessages.SetSuspicionEndTimerMessage>(RxTimerMessage);
+ }
+
+ private void RxTimerMessage(SuspicionMessages.SetSuspicionEndTimerMessage ev)
+ {
+ EndTime = ev.EndTime;
+ }
+ }
+}
--- /dev/null
+<sus:SuspicionGui xmlns="https://spacestation14.io"
+ xmlns:sus="clr-namespace:Content.Client.Suspicion">
+ <BoxContainer Orientation="Vertical" SeparationOverride="0">
+ <Button Name="RoleButton">
+ <Label Name="TimerLabel" HorizontalAlignment="Right" VerticalAlignment="Bottom" />
+ </Button>
+ </BoxContainer>
+</sus:SuspicionGui>
--- /dev/null
+using System;
+using System.Diagnostics.CodeAnalysis;
+using System.Globalization;
+using System.Linq;
+using Content.Shared.Popups;
+using Robust.Client.AutoGenerated;
+using Robust.Client.Player;
+using Robust.Client.UserInterface;
+using Robust.Client.UserInterface.Controls;
+using Robust.Client.UserInterface.XAML;
+using Robust.Shared.GameObjects;
+using Robust.Shared.IoC;
+using Robust.Shared.Localization;
+using Robust.Shared.Maths;
+using Robust.Shared.Timing;
+using static Robust.Client.UserInterface.Controls.BaseButton;
+
+namespace Content.Client.Suspicion
+{
+ [GenerateTypedNameReferences]
+ public sealed partial class SuspicionGui : UIWidget
+ {
+ [Dependency] private readonly IEntityManager _entManager = default!;
+ [Dependency] private readonly IPlayerManager _playerManager = default!;
+ [Dependency] private readonly IGameTiming _timing = default!;
+
+ private string? _previousRoleName;
+ private bool _previousAntagonist;
+
+ public SuspicionGui()
+ {
+ RobustXamlLoader.Load(this);
+ IoCManager.InjectDependencies(this);
+
+ RoleButton.OnPressed += RoleButtonPressed;
+ RoleButton.MinSize = (200, 60);
+ }
+
+ private void RoleButtonPressed(ButtonEventArgs obj)
+ {
+ if (!TryGetComponent(out var role))
+ {
+ return;
+ }
+
+ if (!role.Antagonist ?? false)
+ {
+ return;
+ }
+
+ var allies = string.Join(", ", role.Allies.Select(tuple => tuple.name));
+
+ role.Owner.PopupMessage(
+ Loc.GetString(
+ "suspicion-ally-count-display",
+ ("allyCount", role.Allies.Count),
+ ("allyNames", allies)
+ )
+ );
+ }
+
+ private bool TryGetComponent([NotNullWhen(true)] out SuspicionRoleComponent? suspicion)
+ {
+ suspicion = default;
+ if (_playerManager.LocalPlayer?.ControlledEntity == null)
+ {
+ return false;
+ }
+
+ return _entManager.TryGetComponent(_playerManager.LocalPlayer.ControlledEntity, out suspicion);
+ }
+
+ public void UpdateLabel()
+ {
+ if (!TryGetComponent(out var suspicion))
+ {
+ Visible = false;
+ return;
+ }
+
+ if (suspicion.Role == null || suspicion.Antagonist == null)
+ {
+ Visible = false;
+ return;
+ }
+
+ var endTime = _entManager.System<SuspicionEndTimerSystem>().EndTime;
+ if (endTime == null)
+ {
+ TimerLabel.Visible = false;
+ }
+ else
+ {
+ var diff = endTime.Value - _timing.CurTime;
+ if (diff < TimeSpan.Zero)
+ {
+ diff = TimeSpan.Zero;
+ }
+ TimerLabel.Visible = true;
+ TimerLabel.Text = $"{diff:mm\\:ss}";
+ }
+
+ if (_previousRoleName == suspicion.Role && _previousAntagonist == suspicion.Antagonist)
+ {
+ return;
+ }
+
+ _previousRoleName = suspicion.Role;
+ _previousAntagonist = suspicion.Antagonist.Value;
+
+ var buttonText = CultureInfo.CurrentCulture.TextInfo.ToTitleCase(_previousRoleName);
+ buttonText = Loc.GetString(buttonText);
+
+ RoleButton.Text = buttonText;
+ RoleButton.ModulateSelfOverride = _previousAntagonist ? Color.Red : Color.LimeGreen;
+
+ Visible = true;
+ }
+
+ protected override void FrameUpdate(FrameEventArgs args)
+ {
+ base.FrameUpdate(args);
+ UpdateLabel();
+ }
+ }
+}
--- /dev/null
+using Content.Shared.Suspicion;
+using Robust.Client.Graphics;
+using Robust.Client.Player;
+using Robust.Client.ResourceManagement;
+using Robust.Client.UserInterface;
+using static Robust.Client.UserInterface.Controls.LayoutContainer;
+
+namespace Content.Client.Suspicion
+{
+ [RegisterComponent]
+ public sealed class SuspicionRoleComponent : SharedSuspicionRoleComponent
+ {
+ [Dependency] private readonly IOverlayManager _overlayManager = default!;
+ [Dependency] private readonly IResourceCache _resourceCache = default!;
+ [Dependency] private readonly IUserInterfaceManager _ui = default!;
+
+ private SuspicionGui? _gui;
+ private string? _role;
+ private bool? _antagonist;
+ private bool _overlayActive;
+
+ public string? Role
+ {
+ get => _role;
+ set
+ {
+ if (_role == value)
+ {
+ return;
+ }
+
+ _role = value;
+ _gui?.UpdateLabel();
+ Dirty();
+ }
+ }
+
+ public bool? Antagonist
+ {
+ get => _antagonist;
+ set
+ {
+ if (_antagonist == value)
+ {
+ return;
+ }
+
+ _antagonist = value;
+ _gui?.UpdateLabel();
+
+ if (value ?? false)
+ {
+ AddTraitorOverlay();
+ }
+
+ Dirty();
+ }
+ }
+
+ [ViewVariables]
+ public List<(string name, EntityUid uid)> Allies { get; } = new();
+
+ private void AddTraitorOverlay()
+ {
+ if (_overlayManager.HasOverlay<TraitorOverlay>())
+ {
+ return;
+ }
+
+ _overlayActive = true;
+ var entManager = IoCManager.Resolve<IEntityManager>();
+ var overlay = new TraitorOverlay(entManager, IoCManager.Resolve<IPlayerManager>(), _resourceCache, entManager.System<EntityLookupSystem>());
+ _overlayManager.AddOverlay(overlay);
+ }
+
+ private void RemoveTraitorOverlay()
+ {
+ if (!_overlayActive)
+ {
+ return;
+ }
+
+ _overlayManager.RemoveOverlay<TraitorOverlay>();
+ }
+
+ public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
+ {
+ base.HandleComponentState(curState, nextState);
+
+ if (curState is not SuspicionRoleComponentState state)
+ {
+ return;
+ }
+
+ Role = state.Role;
+ Antagonist = state.Antagonist;
+ Allies.Clear();
+ Allies.AddRange(state.Allies);
+ }
+
+ public void RemoveUI()
+ {
+ _gui?.Parent?.RemoveChild(_gui);
+ RemoveTraitorOverlay();
+ }
+
+ public void AddUI()
+ {
+ // TODO move this out of the component
+ _gui = _ui.ActiveScreen?.GetOrAddWidget<SuspicionGui>();
+ _gui!.UpdateLabel();
+ SetAnchorAndMarginPreset(_gui, LayoutPreset.BottomLeft);
+
+ if (_antagonist ?? false)
+ {
+ AddTraitorOverlay();
+ }
+ }
+
+ protected override void OnRemove()
+ {
+ base.OnRemove();
+
+ _gui?.Dispose();
+ RemoveTraitorOverlay();
+ }
+ }
+}
--- /dev/null
+using Robust.Client.GameObjects;
+
+namespace Content.Client.Suspicion
+{
+ sealed class SuspicionRoleSystem : EntitySystem
+ {
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent<SuspicionRoleComponent, ComponentAdd>((_, component, _) => component.AddUI());
+ SubscribeLocalEvent<SuspicionRoleComponent, ComponentRemove>((_, component, _) => component.RemoveUI());
+
+ SubscribeLocalEvent<SuspicionRoleComponent, PlayerAttachedEvent>((_, component, _) => component.AddUI());
+ SubscribeLocalEvent<SuspicionRoleComponent, PlayerDetachedEvent>((_, component, _) => component.RemoveUI());
+ }
+ }
+}
--- /dev/null
+using Content.Shared.Examine;
+using Robust.Client.Graphics;
+using Robust.Client.Player;
+using Robust.Client.ResourceManagement;
+using Robust.Shared.Containers;
+using Robust.Shared.Enums;
+using Robust.Shared.GameObjects;
+using Robust.Shared.IoC;
+using Robust.Shared.Localization;
+using Robust.Shared.Maths;
+using Robust.Shared.Physics;
+using Robust.Shared.Physics.Components;
+
+namespace Content.Client.Suspicion
+{
+ public sealed class TraitorOverlay : Overlay
+ {
+ private readonly IEntityManager _entityManager;
+ private readonly IPlayerManager _playerManager;
+ private readonly EntityLookupSystem _lookup;
+
+ public override OverlaySpace Space => OverlaySpace.ScreenSpace;
+ private readonly Font _font;
+
+ private readonly string _traitorText = Loc.GetString("traitor-overlay-traitor-text");
+
+ public TraitorOverlay(
+ IEntityManager entityManager,
+ IPlayerManager playerManager,
+ IResourceCache resourceCache,
+ EntityLookupSystem lookup)
+ {
+ _playerManager = playerManager;
+ _entityManager = entityManager;
+ _lookup = lookup;
+
+ _font = new VectorFont(resourceCache.GetResource<FontResource>("/Fonts/NotoSans/NotoSans-Regular.ttf"), 10);
+ }
+
+ protected override void Draw(in OverlayDrawArgs args)
+ {
+ var viewport = args.WorldAABB;
+
+ var ent = _playerManager.LocalPlayer?.ControlledEntity;
+ if (_entityManager.TryGetComponent(ent, out SuspicionRoleComponent? sus) != true)
+ {
+ return;
+ }
+
+ foreach (var (_, ally) in sus.Allies)
+ {
+ // Otherwise the entity can not exist yet
+ if (!_entityManager.EntityExists(ally))
+ {
+ continue;
+ }
+
+ if (!_entityManager.TryGetComponent(ally, out PhysicsComponent? physics))
+ {
+ continue;
+ }
+
+ var allyXform = _entityManager.GetComponent<TransformComponent>(ally);
+
+ var entPosition = _entityManager.GetComponent<TransformComponent>(ent.Value).MapPosition;
+ var allyPosition = allyXform.MapPosition;
+ if (!ExamineSystemShared.InRangeUnOccluded(entPosition, allyPosition, 15,
+ entity => entity == ent || entity == ally))
+ {
+ continue;
+ }
+
+ // if not on the same map, continue
+ if (allyXform.MapID != args.Viewport.Eye!.Position.MapId
+ || physics.Owner.IsInContainer())
+ {
+ continue;
+ }
+
+ var (allyWorldPos, allyWorldRot) = allyXform.GetWorldPositionRotation();
+
+ var worldBox = _lookup.GetWorldAABB(ally, allyXform);
+
+ // if not on screen, or too small, continue
+ if (!worldBox.Intersects(in viewport) || worldBox.IsEmpty())
+ {
+ continue;
+ }
+
+ var screenCoordinates = args.ViewportControl!.WorldToScreen(worldBox.TopLeft + (0, 0.5f));
+ args.ScreenHandle.DrawString(_font, screenCoordinates, _traitorText, Color.OrangeRed);
+ }
+ }
+ }
+}
using Content.Server.GameTicking;
using Content.Server.GameTicking.Commands;
using Content.Server.GameTicking.Rules;
-using Content.Server.GameTicking.Rules.Components;
using Content.Shared.CCVar;
using NUnit.Framework;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
+using Robust.Shared.IoC;
+using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.IntegrationTests.Tests.GameRules
await using var pairTracker = await PoolManager.GetServerClient();
var server = pairTracker.Pair.Server;
- var entityManager = server.ResolveDependency<IEntityManager>();
var configManager = server.ResolveDependency<IConfigurationManager>();
await server.WaitPost(() =>
{
command.Execute(null, string.Empty, Array.Empty<string>());
});
+
var sGameTicker = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GameTicker>();
+ var maxTimeMaxTimeRestartRuleSystem = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<MaxTimeRestartRuleSystem>();
var sGameTiming = server.ResolveDependency<IGameTiming>();
-
- sGameTicker.StartGameRule("MaxTimeRestart", out var ruleEntity);
- Assert.That(entityManager.TryGetComponent<MaxTimeRestartRuleComponent>(ruleEntity, out var maxTime));
-
await server.WaitAssertion(() =>
{
Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby));
- maxTime.RoundMaxTime = TimeSpan.FromSeconds(3);
+
+ sGameTicker.StartGameRule(IoCManager.Resolve<IPrototypeManager>().Index<GameRulePrototype>(maxTimeMaxTimeRestartRuleSystem.Prototype));
+ maxTimeMaxTimeRestartRuleSystem.RoundMaxTime = TimeSpan.FromSeconds(3);
+
sGameTicker.StartRound();
});
Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.InRound));
});
- var ticks = sGameTiming.TickRate * (int) Math.Ceiling(maxTime.RoundMaxTime.TotalSeconds * 1.1f);
+ var ticks = sGameTiming.TickRate * (int) Math.Ceiling(maxTimeMaxTimeRestartRuleSystem.RoundMaxTime.TotalSeconds * 1.1f);
await PoolManager.RunTicksSync(pairTracker.Pair, ticks);
await server.WaitAssertion(() =>
Assert.That(sGameTicker.RunLevel, Is.EqualTo(GameRunLevel.PostRound));
});
- ticks = sGameTiming.TickRate * (int) Math.Ceiling(maxTime.RoundEndDelay.TotalSeconds * 1.1f);
+ ticks = sGameTiming.TickRate * (int) Math.Ceiling(maxTimeMaxTimeRestartRuleSystem.RoundEndDelay.TotalSeconds * 1.1f);
await PoolManager.RunTicksSync(pairTracker.Pair, ticks);
await server.WaitAssertion(() =>
-using System.Linq;
+using System;
+using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameTicking;
+using Content.Server.GameTicking.Rules;
using NUnit.Framework;
using Robust.Shared.GameObjects;
+using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.GameRules;
var server = pairTracker.Pair.Server;
await server.WaitIdleAsync();
+ var protoMan = server.ResolveDependency<IPrototypeManager>();
var gameTicker = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GameTicker>();
await server.WaitAssertion(() =>
{
- gameTicker.StartGameRule("Secret");
+ gameTicker.StartGameRule(protoMan.Index<GameRulePrototype>("Secret"));
});
// Wait three ticks for any random update loops that might happen
await server.WaitAssertion(() =>
{
- foreach (var rule in gameTicker.GetAddedGameRules())
+ foreach (var rule in gameTicker.AddedGameRules)
{
- Assert.That(gameTicker.GetActiveGameRules().Contains(rule));
+ Assert.That(gameTicker.StartedGameRules.Contains(rule));
}
// End all rules
using System.Linq;
using System.Threading.Tasks;
using Content.Server.GameTicking;
+using Content.Server.GameTicking.Rules;
using NUnit.Framework;
using Robust.Shared.GameObjects;
+using Robust.Shared.Prototypes;
namespace Content.IntegrationTests.Tests.GameRules;
+
[TestFixture]
public sealed class StartEndGameRulesTest
{
});
var server = pairTracker.Pair.Server;
await server.WaitIdleAsync();
+ var protoMan = server.ResolveDependency<IPrototypeManager>();
var gameTicker = server.ResolveDependency<IEntitySystemManager>().GetEntitySystem<GameTicker>();
await server.WaitAssertion(() =>
{
- var rules = gameTicker.GetAllGameRulePrototypes().ToList();
+ var rules = protoMan.EnumeratePrototypes<GameRulePrototype>().ToList();
rules.Sort((x, y) => string.Compare(x.ID, y.ID, StringComparison.Ordinal));
// Start all rules
foreach (var rule in rules)
{
- gameTicker.StartGameRule(rule.ID);
+ gameTicker.StartGameRule(rule);
}
+
+ Assert.That(gameTicker.AddedGameRules, Has.Count.EqualTo(rules.Count));
+ Assert.That(gameTicker.AddedGameRules, Has.Count.EqualTo(gameTicker.StartedGameRules.Count));
});
// Wait three ticks for any random update loops that might happen
{
// End all rules
gameTicker.ClearGameRules();
- Assert.That(!gameTicker.GetAddedGameRules().Any());
+ Assert.That(!gameTicker.AddedGameRules.Any());
});
await pairTracker.CleanReturnAsync();
+++ /dev/null
-namespace Content.Server.Dragon;
-
-[RegisterComponent]
-public sealed class DragonRuleComponent : Component
-{
-
-}
using System.Linq;
using Content.Server.GameTicking;
-using Content.Server.GameTicking.Rules.Components;
+using Content.Server.StationEvents.Components;
using Content.Shared.Dragon;
using Robust.Server.GameObjects;
using Robust.Shared.Map.Components;
public sealed partial class DragonSystem
{
+ public override string Prototype => "Dragon";
+
private int RiftsMet(DragonComponent component)
{
var finished = 0;
return finished;
}
- protected override void Started(EntityUid uid, DragonRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override void Started()
{
- base.Started(uid, component, gameRule, args);
-
- var spawnLocations = EntityQuery<MapGridComponent, TransformComponent>().ToList();
+ var spawnLocations = EntityManager.EntityQuery<MapGridComponent, TransformComponent>().ToList();
if (spawnLocations.Count == 0)
return;
Spawn("MobDragon", location.Item2.MapPosition);
}
+ public override void Ended()
+ {
+ return;
+ }
+
private void OnRiftRoundEnd(RoundEndTextAppendEvent args)
{
+ if (!RuleAdded)
+ return;
+
var dragons = EntityQuery<DragonComponent>(true).ToList();
if (dragons.Count == 0)
namespace Content.Server.Dragon
{
- public sealed partial class DragonSystem : GameRuleSystem<DragonRuleComponent>
+ public sealed partial class DragonSystem : GameRuleSystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Threading.Tasks;
+using Content.Server.GameTicking.Events;
using Content.Server.GameTicking.Presets;
+using Content.Server.GameTicking.Rules;
using Content.Server.Ghost.Components;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
-using JetBrains.Annotations;
using Robust.Server.Player;
namespace Content.Server.GameTicking
if (_configurationManager.GetCVar(CCVars.GameLobbyFallbackEnabled))
{
+ var oldPreset = Preset;
ClearGameRules();
SetGamePreset(_configurationManager.GetCVar(CCVars.GameLobbyFallbackPreset));
AddGamePresetRules();
return prototype != null;
}
- [PublicAPI]
private bool AddGamePresetRules()
{
if (DummyTicker || Preset == null)
foreach (var rule in Preset.Rules)
{
- AddGameRule(rule);
+ if (!_prototypeManager.TryIndex(rule, out GameRulePrototype? ruleProto))
+ continue;
+
+ AddGameRule(ruleProto);
}
return true;
private void StartGamePresetRules()
{
// May be touched by the preset during init.
- foreach (var rule in GetAddedGameRules())
+ foreach (var rule in _addedGameRules.ToArray())
{
StartGameRule(rule);
}
if (mind.PreventGhosting)
{
- if (mind.Session != null) // Logging is suppressed to prevent spam from ghost attempts caused by movement attempts
- {
+ if (mind.Session != null)
+ // Logging is suppressed to prevent spam from ghost attempts caused by movement attempts
_chatManager.DispatchServerMessage(mind.Session, Loc.GetString("comp-mind-ghosting-prevented"),
true);
- }
-
return false;
}
using System.Linq;
using Content.Server.Administration;
-using Content.Server.GameTicking.Rules.Components;
+using Content.Server.GameTicking.Rules;
+using Content.Server.GameTicking.Rules.Configurations;
using Content.Shared.Administration;
-using Content.Shared.Prototypes;
-using JetBrains.Annotations;
using Robust.Shared.Console;
-using Robust.Shared.Map;
-using Robust.Shared.Prototypes;
-namespace Content.Server.GameTicking;
-
-public sealed partial class GameTicker
+namespace Content.Server.GameTicking
{
- [ViewVariables] private readonly List<(TimeSpan, string)> _allPreviousGameRules = new();
-
- /// <summary>
- /// A list storing the start times of all game rules that have been started this round.
- /// Game rules can be started and stopped at any time, including midround.
- /// </summary>
- public IReadOnlyList<(TimeSpan, string)> AllPreviousGameRules => _allPreviousGameRules;
-
- private void InitializeGameRules()
- {
- // Add game rule command.
- _consoleHost.RegisterCommand("addgamerule",
- string.Empty,
- "addgamerule <rules>",
- AddGameRuleCommand,
- AddGameRuleCompletions);
-
- // End game rule command.
- _consoleHost.RegisterCommand("endgamerule",
- string.Empty,
- "endgamerule <rules>",
- EndGameRuleCommand,
- EndGameRuleCompletions);
-
- // Clear game rules command.
- _consoleHost.RegisterCommand("cleargamerules",
- string.Empty,
- "cleargamerules",
- ClearGameRulesCommand);
- }
-
- private void ShutdownGameRules()
+ public sealed partial class GameTicker
{
- _consoleHost.UnregisterCommand("addgamerule");
- _consoleHost.UnregisterCommand("endgamerule");
- _consoleHost.UnregisterCommand("cleargamerules");
- }
+ // No duplicates.
+ [ViewVariables] private readonly HashSet<GameRulePrototype> _addedGameRules = new();
- /// <summary>
- /// Adds a game rule to the list, but does not
- /// start it yet, instead waiting until the rule is actually started by other code (usually roundstart)
- /// </summary>
- /// <returns>The entity for the added gamerule</returns>
- public EntityUid AddGameRule(string ruleId)
- {
- var ruleEntity = Spawn(ruleId, MapCoordinates.Nullspace);
- _sawmill.Info($"Added game rule {ToPrettyString(ruleEntity)}");
+ /// <summary>
+ /// Holds all currently added game rules.
+ /// </summary>
+ public IReadOnlySet<GameRulePrototype> AddedGameRules => _addedGameRules;
- var ev = new GameRuleAddedEvent(ruleEntity, ruleId);
- RaiseLocalEvent(ruleEntity, ref ev, true);
- return ruleEntity;
- }
+ [ViewVariables] private readonly HashSet<GameRulePrototype> _startedGameRules = new();
- /// <summary>
- /// Game rules can be 'started' separately from being added. 'Starting' them usually
- /// happens at round start while they can be added and removed before then.
- /// </summary>
- public bool StartGameRule(string ruleId)
- {
- return StartGameRule(ruleId, out _);
- }
+ /// <summary>
+ /// Holds all currently started game rules.
+ /// </summary>
+ public IReadOnlySet<GameRulePrototype> StartedGameRules => _startedGameRules;
- /// <summary>
- /// Game rules can be 'started' separately from being added. 'Starting' them usually
- /// happens at round start while they can be added and removed before then.
- /// </summary>
- public bool StartGameRule(string ruleId, out EntityUid ruleEntity)
- {
- ruleEntity = AddGameRule(ruleId);
- return StartGameRule(ruleEntity);
- }
+ [ViewVariables] private readonly List<(TimeSpan, GameRulePrototype)> _allPreviousGameRules = new();
- /// <summary>
- /// Game rules can be 'started' separately from being added. 'Starting' them usually
- /// happens at round start while they can be added and removed before then.
- /// </summary>
- public bool StartGameRule(EntityUid ruleEntity, GameRuleComponent? ruleData = null)
- {
- if (!Resolve(ruleEntity, ref ruleData))
- ruleData ??= EnsureComp<GameRuleComponent>(ruleEntity);
+ /// <summary>
+ /// A list storing the start times of all game rules that have been started this round.
+ /// Game rules can be started and stopped at any time, including midround.
+ /// </summary>
+ public IReadOnlyList<(TimeSpan, GameRulePrototype)> AllPreviousGameRules => _allPreviousGameRules;
- // can't start an already active rule
- if (ruleData.Active || ruleData.Ended)
- return false;
+ private void InitializeGameRules()
+ {
+ // Add game rule command.
+ _consoleHost.RegisterCommand("addgamerule",
+ string.Empty,
+ "addgamerule <rules>",
+ AddGameRuleCommand,
+ AddGameRuleCompletions);
+
+ // End game rule command.
+ _consoleHost.RegisterCommand("endgamerule",
+ string.Empty,
+ "endgamerule <rules>",
+ EndGameRuleCommand,
+ EndGameRuleCompletions);
+
+ // Clear game rules command.
+ _consoleHost.RegisterCommand("cleargamerules",
+ string.Empty,
+ "cleargamerules",
+ ClearGameRulesCommand);
+ }
- if (MetaData(ruleEntity).EntityPrototype?.ID is not { } id) // you really fucked up
- return false;
+ private void ShutdownGameRules()
+ {
+ _consoleHost.UnregisterCommand("addgamerule");
+ _consoleHost.UnregisterCommand("endgamerule");
+ _consoleHost.UnregisterCommand("cleargamerules");
+ }
- _allPreviousGameRules.Add((RoundDuration(), id));
- _sawmill.Info($"Started game rule {ToPrettyString(ruleEntity)}");
+ /// <summary>
+ /// Game rules can be 'started' separately from being added. 'Starting' them usually
+ /// happens at round start while they can be added and removed before then.
+ /// </summary>
+ public void StartGameRule(GameRulePrototype rule)
+ {
+ if (!IsGameRuleAdded(rule))
+ AddGameRule(rule);
- ruleData.Active = true;
- var ev = new GameRuleStartedEvent(ruleEntity, id);
- RaiseLocalEvent(ruleEntity, ref ev, true);
- return true;
- }
+ _allPreviousGameRules.Add((RoundDuration(), rule));
+ _sawmill.Info($"Started game rule {rule.ID}");
- /// <summary>
- /// Ends a game rule.
- /// </summary>
- [PublicAPI]
- public bool EndGameRule(EntityUid ruleEntity, GameRuleComponent? ruleData = null)
- {
- if (!Resolve(ruleEntity, ref ruleData))
- return false;
+ if (_startedGameRules.Add(rule))
+ RaiseLocalEvent(new GameRuleStartedEvent(rule));
+ }
- // don't end it multiple times
- if (ruleData.Ended)
- return false;
+ /// <summary>
+ /// Ends a game rule.
+ /// This always includes removing it (from added game rules) so that behavior
+ /// is not separate from this.
+ /// </summary>
+ /// <param name="rule"></param>
+ public void EndGameRule(GameRulePrototype rule)
+ {
+ if (!IsGameRuleAdded(rule))
+ return;
- if (MetaData(ruleEntity).EntityPrototype?.ID is not { } id) // you really fucked up
- return false;
+ _addedGameRules.Remove(rule);
+ _sawmill.Info($"Ended game rule {rule.ID}");
- ruleData.Active = false;
- ruleData.Ended = true;
- _sawmill.Info($"Ended game rule {ToPrettyString(ruleEntity)}");
+ if (IsGameRuleStarted(rule))
+ _startedGameRules.Remove(rule);
+ RaiseLocalEvent(new GameRuleEndedEvent(rule));
+ }
- var ev = new GameRuleEndedEvent(ruleEntity, id);
- RaiseLocalEvent(ruleEntity, ref ev, true);
- return true;
- }
+ /// <summary>
+ /// Adds a game rule to the list, but does not
+ /// start it yet, instead waiting until the rule is actually started by other code (usually roundstart)
+ /// </summary>
+ public bool AddGameRule(GameRulePrototype rule)
+ {
+ if (!_addedGameRules.Add(rule))
+ return false;
- public bool IsGameRuleAdded(EntityUid ruleEntity, GameRuleComponent? component = null)
- {
- return Resolve(ruleEntity, ref component) && !component.Ended;
- }
+ _sawmill.Info($"Added game rule {rule.ID}");
+ RaiseLocalEvent(new GameRuleAddedEvent(rule));
+ return true;
+ }
- public bool IsGameRuleAdded(string rule)
- {
- foreach (var ruleEntity in GetAddedGameRules())
+ public bool IsGameRuleAdded(GameRulePrototype rule)
{
- if (MetaData(ruleEntity).EntityPrototype?.ID == rule)
- return true;
+ return _addedGameRules.Contains(rule);
}
- return false;
- }
+ public bool IsGameRuleAdded(string rule)
+ {
+ foreach (var ruleProto in _addedGameRules)
+ {
+ if (ruleProto.ID.Equals(rule))
+ return true;
+ }
- public bool IsGameRuleActive(EntityUid ruleEntity, GameRuleComponent? component = null)
- {
- return Resolve(ruleEntity, ref component) && component.Active;
- }
+ return false;
+ }
- public bool IsGameRuleActive(string rule)
- {
- foreach (var ruleEntity in GetActiveGameRules())
+ public bool IsGameRuleStarted(GameRulePrototype rule)
{
- if (MetaData(ruleEntity).EntityPrototype?.ID == rule)
- return true;
+ return _startedGameRules.Contains(rule);
}
- return false;
- }
-
- public void ClearGameRules()
- {
- foreach (var rule in GetAddedGameRules())
+ public bool IsGameRuleStarted(string rule)
{
- EndGameRule(rule);
+ foreach (var ruleProto in _startedGameRules)
+ {
+ if (ruleProto.ID.Equals(rule))
+ return true;
+ }
+
+ return false;
}
- }
- /// <summary>
- /// Gets all the gamerule entities which are currently active.
- /// </summary>
- public IEnumerable<EntityUid> GetAddedGameRules()
- {
- var query = EntityQueryEnumerator<GameRuleComponent>();
- while (query.MoveNext(out var uid, out var ruleData))
+ public void ClearGameRules()
{
- if (IsGameRuleAdded(uid, ruleData))
- yield return uid;
+ foreach (var rule in _addedGameRules.ToArray())
+ {
+ EndGameRule(rule);
+ }
}
- }
- /// <summary>
- /// Gets all the gamerule entities which are currently active.
- /// </summary>
- public IEnumerable<EntityUid> GetActiveGameRules()
- {
- var query = EntityQueryEnumerator<GameRuleComponent>();
- while (query.MoveNext(out var uid, out var ruleData))
+ #region Command Implementations
+
+ [AdminCommand(AdminFlags.Fun)]
+ private void AddGameRuleCommand(IConsoleShell shell, string argstr, string[] args)
{
- if (ruleData.Active)
- yield return uid;
+ if (args.Length == 0)
+ return;
+
+ foreach (var ruleId in args)
+ {
+ if (!_prototypeManager.TryIndex<GameRulePrototype>(ruleId, out var rule))
+ continue;
+
+ AddGameRule(rule);
+
+ // Start rule if we're already in the middle of a round
+ if(RunLevel == GameRunLevel.InRound)
+ StartGameRule(rule);
+ }
}
- }
- /// <summary>
- /// Gets all gamerule prototypes
- /// </summary>
- public IEnumerable<EntityPrototype> GetAllGameRulePrototypes()
- {
- foreach (var proto in _prototypeManager.EnumeratePrototypes<EntityPrototype>())
+ private CompletionResult AddGameRuleCompletions(IConsoleShell shell, string[] args)
{
- if (proto.Abstract)
- continue;
-
- if (proto.HasComponent<GameRuleComponent>())
- yield return proto;
+ var activeIds = _addedGameRules.Select(c => c.ID);
+ return CompletionResult.FromHintOptions(CompletionHelper.PrototypeIDs<GameRulePrototype>().Where(p => !activeIds.Contains(p.Value)),
+ "<rule>");
}
- }
- #region Command Implementations
+ [AdminCommand(AdminFlags.Fun)]
+ private void EndGameRuleCommand(IConsoleShell shell, string argstr, string[] args)
+ {
+ if (args.Length == 0)
+ return;
- [AdminCommand(AdminFlags.Fun)]
- private void AddGameRuleCommand(IConsoleShell shell, string argstr, string[] args)
- {
- if (args.Length == 0)
- return;
+ foreach (var ruleId in args)
+ {
+ if (!_prototypeManager.TryIndex<GameRulePrototype>(ruleId, out var rule))
+ continue;
- foreach (var rule in args)
+ EndGameRule(rule);
+ }
+ }
+
+ private CompletionResult EndGameRuleCompletions(IConsoleShell shell, string[] args)
{
- var ent = AddGameRule(rule);
+ return CompletionResult.FromHintOptions(_addedGameRules.Select(c => new CompletionOption(c.ID)),
+ "<added rule>");
+ }
- // Start rule if we're already in the middle of a round
- if(RunLevel == GameRunLevel.InRound)
- StartGameRule(ent);
+ [AdminCommand(AdminFlags.Fun)]
+ private void ClearGameRulesCommand(IConsoleShell shell, string argstr, string[] args)
+ {
+ ClearGameRules();
}
- }
- private CompletionResult AddGameRuleCompletions(IConsoleShell shell, string[] args)
- {
- return CompletionResult.FromHintOptions(GetAllGameRulePrototypes().Select(p => p.ID), "<rule>");
+ #endregion
}
- [AdminCommand(AdminFlags.Fun)]
- private void EndGameRuleCommand(IConsoleShell shell, string argstr, string[] args)
+ /// <summary>
+ /// Raised broadcast when a game rule is selected, but not started yet.
+ /// </summary>
+ public sealed class GameRuleAddedEvent
{
- if (args.Length == 0)
- return;
+ public GameRulePrototype Rule { get; }
- foreach (var rule in args)
+ public GameRuleAddedEvent(GameRulePrototype rule)
{
- if (!EntityUid.TryParse(rule, out var ruleEnt))
- continue;
-
- EndGameRule(ruleEnt);
+ Rule = rule;
}
}
- private CompletionResult EndGameRuleCompletions(IConsoleShell shell, string[] args)
- {
- return CompletionResult.FromHintOptions(GetAddedGameRules().Select(u => u.ToString()), "<added rule>");
- }
-
- [AdminCommand(AdminFlags.Fun)]
- private void ClearGameRulesCommand(IConsoleShell shell, string argstr, string[] args)
+ public sealed class GameRuleStartedEvent
{
- ClearGameRules();
- }
-
- #endregion
-}
-
-/*
-/// <summary>
-/// Raised broadcast when a game rule is selected, but not started yet.
-/// </summary>
-public sealed class GameRuleAddedEvent
-{
- public GameRulePrototype Rule { get; }
+ public GameRulePrototype Rule { get; }
- public GameRuleAddedEvent(GameRulePrototype rule)
- {
- Rule = rule;
+ public GameRuleStartedEvent(GameRulePrototype rule)
+ {
+ Rule = rule;
+ }
}
-}
-public sealed class GameRuleStartedEvent
-{
- public GameRulePrototype Rule { get; }
-
- public GameRuleStartedEvent(GameRulePrototype rule)
+ public sealed class GameRuleEndedEvent
{
- Rule = rule;
- }
-}
-
-public sealed class GameRuleEndedEvent
-{
- public GameRulePrototype Rule { get; }
+ public GameRulePrototype Rule { get; }
- public GameRuleEndedEvent(GameRulePrototype rule)
- {
- Rule = rule;
+ public GameRuleEndedEvent(GameRulePrototype rule)
+ {
+ Rule = rule;
+ }
}
}
-*/
// Clear up any game rules.
ClearGameRules();
+ _addedGameRules.Clear();
_allPreviousGameRules.Clear();
// Round restart cleanup event, so entity systems can reset.
-
+using Content.Server.GameTicking.Rules;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
public string ID { get; } = default!;
[DataField("alias")]
- public readonly string[] Alias = Array.Empty<string>();
+ public string[] Alias { get; } = Array.Empty<string>();
[DataField("name")]
- public readonly string ModeTitle = "????";
+ public string ModeTitle { get; } = "????";
[DataField("description")]
- public readonly string Description = string.Empty;
+ public string Description { get; } = string.Empty;
[DataField("showInVote")]
- public readonly bool ShowInVote;
+ public bool ShowInVote { get; } = false;
[DataField("minPlayers")]
- public readonly int? MinPlayers;
+ public int? MinPlayers { get; } = null;
[DataField("maxPlayers")]
- public readonly int? MaxPlayers;
+ public int? MaxPlayers { get; } = null;
- [DataField("rules", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
+ [DataField("rules", customTypeSerializer:typeof(PrototypeIdListSerializer<GameRulePrototype>))]
public IReadOnlyList<string> Rules { get; } = Array.Empty<string>();
}
}
+++ /dev/null
-namespace Content.Server.GameTicking.Rules.Components;
-
-/// <summary>
-/// Simple GameRule that will do a free-for-all death match.
-/// Kill everybody else to win.
-/// </summary>
-[RegisterComponent, Access(typeof(DeathMatchRuleSystem))]
-public sealed class DeathMatchRuleComponent : Component
-{
- /// <summary>
- /// How long until the round restarts
- /// </summary>
- [DataField("restartDelay"), ViewVariables(VVAccess.ReadWrite)]
- public float RestartDelay = 10f;
-
- /// <summary>
- /// How long after a person dies will the restart be checked
- /// </summary>
- [DataField("deadCheckDelay"), ViewVariables(VVAccess.ReadWrite)]
- public float DeadCheckDelay = 5f;
-
- /// <summary>
- /// A timer for checking after a death
- /// </summary>
- [DataField("deadCheckTimer"), ViewVariables(VVAccess.ReadWrite)]
- public float? DeadCheckTimer;
-
- /// <summary>
- /// A timer for the restart.
- /// </summary>
- [DataField("restartTimer"), ViewVariables(VVAccess.ReadWrite)]
- public float? RestartTimer;
-}
+++ /dev/null
-namespace Content.Server.GameTicking.Rules.Components;
-
-/// <summary>
-/// Component attached to all gamerule entities.
-/// Used to both track the entity as well as store basic data
-/// </summary>
-[RegisterComponent]
-public sealed class GameRuleComponent : Component
-{
- /// <summary>
- /// Whether or not the rule is active.
- /// Is enabled after <see cref="GameRuleStartedEvent"/> and disabled after <see cref="GameRuleEndedEvent"/>
- /// </summary>
- [DataField("active")]
- public bool Active;
-
- /// <summary>
- /// Whether or not the gamerule finished.
- /// Used for tracking whether a non-active gamerule has been started before.
- /// </summary>
- [DataField("ended")]
- public bool Ended;
-}
-
-/// <summary>
-/// Raised when a rule is added but hasn't formally begun yet.
-/// Good for announcing station events and other such things.
-/// </summary>
-[ByRefEvent]
-public readonly record struct GameRuleAddedEvent(EntityUid RuleEntity, string RuleId);
-
-/// <summary>
-/// Raised when the rule actually begins.
-/// Player-facing logic should begin here.
-/// </summary>
-[ByRefEvent]
-public readonly record struct GameRuleStartedEvent(EntityUid RuleEntity, string RuleId);
-
-/// <summary>
-/// Raised when the rule ends.
-/// Do cleanup and other such things here.
-/// </summary>
-[ByRefEvent]
-public readonly record struct GameRuleEndedEvent(EntityUid RuleEntity, string RuleId);
+++ /dev/null
-using System.Threading;
-
-namespace Content.Server.GameTicking.Rules.Components;
-
-/// <summary>
-/// Gamerule that ends the round after a period of inactivity.
-/// </summary>
-[RegisterComponent, Access(typeof(InactivityTimeRestartRuleSystem))]
-public sealed class InactivityRuleComponent : Component
-{
- /// <summary>
- /// How long the round must be inactive to restart
- /// </summary>
- [DataField("inactivityMaxTime", required: true)]
- public TimeSpan InactivityMaxTime = TimeSpan.FromMinutes(10);
-
- /// <summary>
- /// The delay between announcing round end and the lobby.
- /// </summary>
- [DataField("roundEndDelay", required: true)]
- public TimeSpan RoundEndDelay = TimeSpan.FromSeconds(10);
-
- public CancellationTokenSource TimerCancel = new();
-}
+++ /dev/null
-using System.Threading;
-
-namespace Content.Server.GameTicking.Rules.Components;
-
-/// <summary>
-/// Configures the <see cref="InactivityTimeRestartRuleSystem"/> game rule.
-/// </summary>
-[RegisterComponent]
-public sealed class MaxTimeRestartRuleComponent : Component
-{
- /// <summary>
- /// The max amount of time the round can last
- /// </summary>
- [DataField("roundMaxTime", required: true)]
- public TimeSpan RoundMaxTime = TimeSpan.FromMinutes(5);
-
- /// <summary>
- /// The amount of time between the round completing and the lobby appearing.
- /// </summary>
- [DataField("roundEndDelay", required: true)]
- public TimeSpan RoundEndDelay = TimeSpan.FromSeconds(10);
-
- public CancellationTokenSource TimerCancel = new();
-}
/// TODO: Remove once systems can request spawns from the ghost role system directly.
/// </summary>
[RegisterComponent]
+[Access(typeof(NukeopsRuleSystem))]
public sealed class NukeOperativeSpawnerComponent : Component
{
[DataField("name")]
+++ /dev/null
-namespace Content.Server.GameTicking.Rules.Components;
-
-[RegisterComponent, Access(typeof(PiratesRuleSystem))]
-public sealed class PiratesRuleComponent : Component
-{
- [ViewVariables]
- public List<Mind.Mind> Pirates = new();
- [ViewVariables]
- public EntityUid PirateShip = EntityUid.Invalid;
- [ViewVariables]
- public HashSet<EntityUid> InitialItems = new();
- [ViewVariables]
- public double InitialShipValue;
-
-}
+++ /dev/null
-namespace Content.Server.GameTicking.Rules.Components;
-
-[RegisterComponent, Access(typeof(SandboxRuleSystem))]
-public sealed class SandboxRuleComponent : Component
-{
-
-}
+++ /dev/null
-namespace Content.Server.GameTicking.Rules.Components;
-
-[RegisterComponent, Access(typeof(SecretRuleSystem))]
-public sealed class SecretRuleComponent : Component
-{
- /// <summary>
- /// The gamerules that get added by secret.
- /// </summary>
- [DataField("additionalGameRules")]
- public HashSet<EntityUid> AdditionalGameRules = new();
-}
+++ /dev/null
-using Content.Server.Traitor;
-using Content.Shared.Preferences;
-using Content.Shared.Roles;
-using Robust.Server.Player;
-using Robust.Shared.Audio;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
-
-namespace Content.Server.GameTicking.Rules.Components;
-
-[RegisterComponent, Access(typeof(TraitorRuleSystem))]
-public sealed class TraitorRuleComponent : Component
-{
- public readonly SoundSpecifier AddedSound = new SoundPathSpecifier("/Audio/Misc/tatoralert.ogg");
- public List<TraitorRole> Traitors = new();
-
- [DataField("traitorPrototypeId", customTypeSerializer: typeof(PrototypeIdSerializer<AntagPrototype>))]
- public string TraitorPrototypeId = "Traitor";
-
- public int TotalTraitors => Traitors.Count;
- public string[] Codewords = new string[3];
-
- public enum SelectionState
- {
- WaitingForSpawn = 0,
- ReadyToSelect = 1,
- SelectionMade = 2,
- }
-
- public SelectionState SelectionStatus = SelectionState.WaitingForSpawn;
- public TimeSpan AnnounceAt = TimeSpan.Zero;
- public Dictionary<IPlayerSession, HumanoidCharacterProfile> StartCandidates = new();
-}
+++ /dev/null
-namespace Content.Server.GameTicking.Rules.Components;
-
-
-[RegisterComponent, Access(typeof(ZombieRuleSystem))]
-public sealed class ZombieRuleComponent : Component
-{
- public Dictionary<string, string> InitialInfectedNames = new();
-
- public string PatientZeroPrototypeID = "InitialInfected";
- public string InitialZombieVirusPrototype = "PassiveZombieVirus";
- public const string ZombifySelfActionPrototype = "TurnUndead";
-}
--- /dev/null
+namespace Content.Server.GameTicking.Rules.Configurations;
+
+/// <summary>
+/// Configures a game rule, providing information like what maps to use or how long to run.
+/// </summary>
+[ImplicitDataDefinitionForInheritors]
+public abstract class GameRuleConfiguration
+{
+ /// <summary>
+ /// The game rule this configuration is intended for.
+ /// </summary>
+ public abstract string Id { get; }
+}
--- /dev/null
+using JetBrains.Annotations;
+
+namespace Content.Server.GameTicking.Rules.Configurations;
+
+/// <summary>
+/// A generic configuration, for game rules that don't have special config data.
+/// </summary>
+[UsedImplicitly]
+public sealed class GenericGameRuleConfiguration : GameRuleConfiguration
+{
+ [DataField("id", required: true)]
+ private string _id = default!;
+ public override string Id => _id;
+}
--- /dev/null
+using JetBrains.Annotations;
+
+namespace Content.Server.GameTicking.Rules.Configurations;
+
+/// <summary>
+/// Configures the <see cref="InactivityTimeRestartRuleSystem"/> game rule.
+/// </summary>
+[UsedImplicitly]
+public sealed class InactivityGameRuleConfiguration : GameRuleConfiguration
+{
+ public override string Id => "InactivityTimeRestart"; // The value for this in the system isn't static and can't be made static. RIP.
+
+ [DataField("inactivityMaxTime", required: true)]
+ public TimeSpan InactivityMaxTime { get; }
+ [DataField("roundEndDelay", required: true)]
+ public TimeSpan RoundEndDelay { get; }
+}
--- /dev/null
+using JetBrains.Annotations;
+
+namespace Content.Server.GameTicking.Rules.Configurations;
+
+/// <summary>
+/// Configures the <see cref="InactivityTimeRestartRuleSystem"/> game rule.
+/// </summary>
+[UsedImplicitly]
+public sealed class MaxTimeRestartRuleConfiguration : GameRuleConfiguration
+{
+ public override string Id => "MaxTimeRestart"; // The value for this in the system isn't static and can't be made static. RIP.
+
+ [DataField("roundMaxTime", required: true)]
+ public TimeSpan RoundMaxTime { get; }
+ [DataField("roundEndDelay", required: true)]
+ public TimeSpan RoundEndDelay { get; }
+}
-using Content.Server.StationEvents.Events;
+using Content.Server.GameTicking.Rules.Configurations;
using Content.Shared.Dataset;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Roles;
-using Robust.Server.Player;
using Robust.Shared.Audio;
-using Robust.Shared.Map;
+using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Robust.Shared.Utility;
-namespace Content.Server.GameTicking.Rules.Components;
+namespace Content.Server.GameTicking.Rules.Configurations;
-[RegisterComponent, Access(typeof(NukeopsRuleSystem), typeof(LoneOpsSpawnRule))]
-public sealed class NukeopsRuleComponent : Component
+public sealed class NukeopsRuleConfiguration : GameRuleConfiguration
{
- /// <summary>
- /// The minimum needed amount of players
- /// </summary>
+ public override string Id => "Nukeops";
+
[DataField("minPlayers")]
public int MinPlayers = 15;
[DataField("spawnOutpost")]
public bool SpawnOutpost = true;
+ /// <summary>
+ /// Whether or not loneops can spawn. Set to false if a normal nukeops round is occurring.
+ /// </summary>
+ [DataField("canLoneOpsSpawn")]
+ public bool CanLoneOpsSpawn = true;
+
+ [DataField("randomHumanoidSettings", customTypeSerializer: typeof(PrototypeIdSerializer<RandomHumanoidSettingsPrototype>))]
+ public string RandomHumanoidSettingsPrototype = "NukeOp";
+
[DataField("spawnPointProto", customTypeSerializer: typeof(PrototypeIdSerializer<StartingGearPrototype>))]
public string SpawnPointPrototype = "SpawnPointNukies";
[DataField("greetingSound", customTypeSerializer: typeof(SoundSpecifierTypeSerializer))]
public SoundSpecifier? GreetSound = new SoundPathSpecifier("/Audio/Misc/nukeops.ogg");
-
- [DataField("winType")]
- public WinType WinType = WinType.Neutral;
-
- [DataField("winConditions")]
- public List<WinCondition> WinConditions = new ();
-
- public MapId? NukiePlanet;
-
- // TODO: use components, don't just cache entity UIDs
- // There have been (and probably still are) bugs where these refer to deleted entities from old rounds.
- public EntityUid? NukieOutpost;
- public EntityUid? NukieShuttle;
- public EntityUid? TargetStation;
-
- /// <summary>
- /// Cached starting gear prototypes.
- /// </summary>
- [DataField("startingGearPrototypes")]
- public readonly Dictionary<string, StartingGearPrototype> StartingGearPrototypes = new ();
-
- /// <summary>
- /// Cached operator name prototypes.
- /// </summary>
- [DataField("operativeNames")]
- public readonly Dictionary<string, List<string>> OperativeNames = new();
-
- /// <summary>
- /// Data to be used in <see cref="OnMindAdded"/> for an operative once the Mind has been added.
- /// </summary>
- [DataField("operativeMindPendingData")]
- public readonly Dictionary<EntityUid, string> OperativeMindPendingData = new();
-
- /// <summary>
- /// Players who played as an operative at some point in the round.
- /// Stores the session as well as the entity name
- /// </summary>
- /// todo: don't store sessions, dingus
- [DataField("operativePlayers")]
- public readonly Dictionary<string, IPlayerSession> OperativePlayers = new();
-}
-
-public enum WinType : byte
-{
- /// <summary>
- /// Operative major win. This means they nuked the station.
- /// </summary>
- OpsMajor,
- /// <summary>
- /// Minor win. All nukies were alive at the end of the round.
- /// Alternatively, some nukies were alive, but the disk was left behind.
- /// </summary>
- OpsMinor,
- /// <summary>
- /// Neutral win. The nuke exploded, but on the wrong station.
- /// </summary>
- Neutral,
- /// <summary>
- /// Crew minor win. The nuclear authentication disk escaped on the shuttle,
- /// but some nukies were alive.
- /// </summary>
- CrewMinor,
- /// <summary>
- /// Crew major win. This means they either killed all nukies,
- /// or the bomb exploded too far away from the station, or on the nukie moon.
- /// </summary>
- CrewMajor
-}
-
-public enum WinCondition : byte
-{
- NukeExplodedOnCorrectStation,
- NukeExplodedOnNukieOutpost,
- NukeExplodedOnIncorrectLocation,
- NukeActiveInStation,
- NukeActiveAtCentCom,
- NukeDiskOnCentCom,
- NukeDiskNotOnCentCom,
- NukiesAbandoned,
- AllNukiesDead,
- SomeNukiesAlive,
- AllNukiesAlive
}
-using Content.Server.StationEvents.Events;
using Content.Shared.Radio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
-namespace Content.Server.StationEvents.Components;
+namespace Content.Server.GameTicking.Rules.Configurations;
/// <summary>
/// Solar Flare event specific configuration
/// </summary>
-[RegisterComponent, Access(typeof(SolarFlareRule))]
-public sealed class SolarFlareRuleComponent : Component
+public sealed class SolarFlareEventRuleConfiguration : StationEventRuleConfiguration
{
+ /// <summary>
+ /// In seconds, most early moment event can end
+ /// </summary>
+ [DataField("minEndAfter")]
+ public int MinEndAfter;
+
+ /// <summary>
+ /// In seconds, most late moment event can end
+ /// </summary>
+ [DataField("maxEndAfter")]
+ public int MaxEndAfter;
+
/// <summary>
/// If true, only headsets affected, but e.g. handheld radio will still work
/// </summary>
/// </summary>
[DataField("doorToggleChancePerSecond")]
public float DoorToggleChancePerSecond;
-}
+}
\ No newline at end of file
-using Robust.Shared.Audio;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
+using JetBrains.Annotations;
+using Robust.Shared.Audio;
-namespace Content.Server.StationEvents.Components;
+namespace Content.Server.GameTicking.Rules.Configurations;
/// <summary>
-/// Defines basic data for a station event
+/// Defines a configuration for a given station event game rule, since all station events are just
+/// game rules.
/// </summary>
-[RegisterComponent]
-public sealed class StationEventComponent : Component
+[UsedImplicitly]
+public class StationEventRuleConfiguration : GameRuleConfiguration
{
+ [DataField("id", required: true)]
+ private string _id = default!;
+ public override string Id => _id;
+
public const float WeightVeryLow = 0.0f;
public const float WeightLow = 5.0f;
public const float WeightNormal = 10.0f;
public int ReoccurrenceDelay = 30;
/// <summary>
- /// How long after being added does the event start
+ /// When in the lifetime to start the event.
/// </summary>
- [DataField("startDelay")]
- public TimeSpan StartDelay = TimeSpan.Zero;
+ [DataField("startAfter")]
+ public float StartAfter;
/// <summary>
- /// How long the event lasts.
+ /// When in the lifetime to end the event..
/// </summary>
- [DataField("duration")]
- public TimeSpan Duration = TimeSpan.FromSeconds(1);
-
- /// <summary>
- /// The max amount of time the event lasts.
- /// </summary>
- [DataField("maxDuration")]
- public TimeSpan? MaxDuration;
+ [DataField("endAfter")]
+ public float EndAfter = float.MaxValue;
/// <summary>
/// How many players need to be present on station for the event to run
/// </summary>
[DataField("maxOccurrences")]
public int? MaxOccurrences;
-
- /// <summary>
- /// When the station event starts.
- /// </summary>
- [DataField("startTime", customTypeSerializer: typeof(TimeOffsetSerializer))]
- public TimeSpan StartTime;
-
- /// <summary>
- /// When the station event starts.
- /// </summary>
- [DataField("endTime", customTypeSerializer: typeof(TimeOffsetSerializer))]
- public TimeSpan EndTime;
}
using Content.Server.Chat.Managers;
-using Content.Server.GameTicking.Rules.Components;
+using Content.Server.GameTicking.Rules.Configurations;
using Content.Shared.CCVar;
using Content.Shared.Damage;
using Content.Shared.Mobs.Components;
namespace Content.Server.GameTicking.Rules;
/// <summary>
-/// Manages <see cref="DeathMatchRuleComponent"/>
+/// Simple GameRule that will do a free-for-all death match.
+/// Kill everybody else to win.
/// </summary>
-public sealed class DeathMatchRuleSystem : GameRuleSystem<DeathMatchRuleComponent>
+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);
- _playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
- }
-
- public override void Shutdown()
- {
- base.Shutdown();
- _playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
}
- protected override void Started(EntityUid uid, DeathMatchRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override void Started()
{
_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-death-match-added-announcement"));
+ _playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
}
- protected override void Ended(EntityUid uid, DeathMatchRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
+ public override void Ended()
{
- base.Ended(uid, component, gameRule, args);
-
- component.DeadCheckTimer = null;
- component.RestartTimer = null;
+ _deadCheckTimer = null;
+ _restartTimer = null;
+ _playerManager.PlayerStatusChanged -= OnPlayerStatusChanged;
}
private void OnHealthChanged(DamageChangedEvent _)
RunDelayedCheck();
}
- private void OnPlayerStatusChanged(object? ojb, SessionStatusEventArgs e)
+ private void OnPlayerStatusChanged(object? _, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.Disconnected)
{
private void RunDelayedCheck()
{
- var query = EntityQueryEnumerator<DeathMatchRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var deathMatch, out var gameRule))
- {
- if (!GameTicker.IsGameRuleActive(uid, gameRule) || deathMatch.DeadCheckTimer != null)
- continue;
+ if (!RuleAdded || _deadCheckTimer != null)
+ return;
- deathMatch.DeadCheckTimer = deathMatch.DeadCheckDelay;
- }
+ _deadCheckTimer = DeadCheckDelay;
}
- protected override void ActiveTick(EntityUid uid, DeathMatchRuleComponent component, GameRuleComponent gameRule, float frameTime)
+ public override void Update(float frameTime)
{
- base.ActiveTick(uid, component, gameRule, 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 (component.RestartTimer != null)
+ if (_restartTimer != null)
{
- component.RestartTimer -= frameTime;
+ _restartTimer -= frameTime;
- if (component.RestartTimer > 0f)
+ if (_restartTimer > 0f)
return;
GameTicker.EndRound();
return;
}
- if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin) || component.DeadCheckTimer == null)
+ if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin) || _deadCheckTimer == null)
return;
- component.DeadCheckTimer -= frameTime;
+ _deadCheckTimer -= frameTime;
- if (component.DeadCheckTimer > 0)
+ if (_deadCheckTimer > 0)
return;
- component.DeadCheckTimer = null;
+ _deadCheckTimer = null;
IPlayerSession? winner = null;
foreach (var playerSession in _playerManager.ServerSessions)
{
- if (playerSession.AttachedEntity is not { Valid: true } playerEntity
+ if (playerSession.AttachedEntity is not {Valid: true} playerEntity
|| !TryComp(playerEntity, out MobStateComponent? state))
continue;
_chatManager.DispatchServerAnnouncement(winner == null
? Loc.GetString("rule-death-match-check-winner-stalemate")
- : Loc.GetString("rule-death-match-check-winner", ("winner", winner)));
+ : Loc.GetString("rule-death-match-check-winner",("winner", winner)));
- _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds",
- ("seconds", component.RestartDelay)));
- component.RestartTimer = component.RestartDelay;
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds", RestartDelay)));
+ _restartTimer = RestartDelay;
}
}
-
+using Content.Server.GameTicking.Rules.Configurations;
+using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Rules;
-/*
[Prototype("gameRule")]
public sealed class GameRulePrototype : IPrototype
{
[DataField("config", required: true)]
public GameRuleConfiguration Configuration { get; } = default!;
}
-*/
-using Content.Server.GameTicking.Rules.Components;
+using Content.Server.GameTicking.Rules.Configurations;
+using JetBrains.Annotations;
namespace Content.Server.GameTicking.Rules;
-public abstract class GameRuleSystem<T> : EntitySystem where T : Component
+[PublicAPI]
+public abstract class GameRuleSystem : EntitySystem
{
[Dependency] protected GameTicker GameTicker = default!;
+ /// <summary>
+ /// Whether this GameRule is currently added or not.
+ /// Be sure to check this before doing anything rule-specific.
+ /// </summary>
+ public bool RuleAdded { get; protected set; }
+
+ /// <summary>
+ /// Whether this game rule has been started after being added.
+ /// You probably want to check this before doing any update loop stuff.
+ /// </summary>
+ public bool RuleStarted { get; protected set; }
+
+ /// <summary>
+ /// When the GameRule prototype with this ID is added, this system will be enabled.
+ /// When it gets removed, this system will be disabled.
+ /// </summary>
+ public new abstract string Prototype { get; }
+
+ /// <summary>
+ /// Holds the current configuration after the event has been added.
+ /// This should not be getting accessed before the event is enabled, as usual.
+ /// </summary>
+ public GameRuleConfiguration Configuration = default!;
+
public override void Initialize()
{
base.Initialize();
- SubscribeLocalEvent<T, GameRuleAddedEvent>(OnGameRuleAdded);
- SubscribeLocalEvent<T, GameRuleStartedEvent>(OnGameRuleStarted);
- SubscribeLocalEvent<T, GameRuleEndedEvent>(OnGameRuleEnded);
- }
+ SubscribeLocalEvent<GameRuleAddedEvent>(OnGameRuleAdded);
- private void OnGameRuleAdded(EntityUid uid, T component, ref GameRuleAddedEvent args)
- {
- if (!TryComp<GameRuleComponent>(uid, out var ruleData))
- return;
- Added(uid, component, ruleData, args);
+ SubscribeLocalEvent<GameRuleStartedEvent>(OnGameRuleStarted);
+ SubscribeLocalEvent<GameRuleEndedEvent>(OnGameRuleEnded);
}
- private void OnGameRuleStarted(EntityUid uid, T component, ref GameRuleStartedEvent args)
+ private void OnGameRuleAdded(GameRuleAddedEvent ev)
{
- if (!TryComp<GameRuleComponent>(uid, out var ruleData))
+ if (ev.Rule.Configuration.Id != Prototype)
return;
- Started(uid, component, ruleData, args);
+
+ Configuration = ev.Rule.Configuration;
+ RuleAdded = true;
+
+ Added();
}
- private void OnGameRuleEnded(EntityUid uid, T component, ref GameRuleEndedEvent args)
+ private void OnGameRuleStarted(GameRuleStartedEvent ev)
{
- if (!TryComp<GameRuleComponent>(uid, out var ruleData))
+ if (ev.Rule.Configuration.Id != Prototype)
return;
- Ended(uid, component, ruleData, args);
- }
- /// <summary>
- /// Called when the gamerule is added
- /// </summary>
- protected virtual void Added(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleAddedEvent args)
- {
+ RuleStarted = true;
+ Started();
}
- /// <summary>
- /// Called when the gamerule begins
- /// </summary>
- protected virtual void Started(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ private void OnGameRuleEnded(GameRuleEndedEvent ev)
{
+ if (ev.Rule.Configuration.Id != Prototype)
+ return;
+ RuleAdded = false;
+ RuleStarted = false;
+ Ended();
}
/// <summary>
- /// Called when the gamerule ends
+ /// Called when the game rule has been added.
+ /// You should avoid using this in favor of started--they are not the same thing.
/// </summary>
- protected virtual void Ended(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleEndedEvent args)
- {
-
- }
+ /// <remarks>
+ /// This is virtual because it doesn't actually have to be used, and most of the time shouldn't be.
+ /// </remarks>
+ public virtual void Added() { }
/// <summary>
- /// Called on an active gamerule entity in the Update function
+ /// Called when the game rule has been started.
/// </summary>
- protected virtual void ActiveTick(EntityUid uid, T component, GameRuleComponent gameRule, float frameTime)
- {
-
- }
-
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
+ public abstract void Started();
- var query = EntityQueryEnumerator<T, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var comp1, out var comp2))
- {
- if (!GameTicker.IsGameRuleActive(uid, comp2))
- continue;
-
- ActiveTick(uid, comp1, comp2, frameTime);
- }
- }
+ /// <summary>
+ /// Called when the game rule has ended.
+ /// </summary>
+ public abstract void Ended();
}
using System.Threading;
using Content.Server.Chat.Managers;
-using Content.Server.GameTicking.Rules.Components;
+using Content.Server.GameTicking.Rules.Configurations;
using Robust.Server.Player;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking.Rules;
-public sealed class InactivityTimeRestartRuleSystem : GameRuleSystem<InactivityRuleComponent>
+public sealed class InactivityTimeRestartRuleSystem : GameRuleSystem
{
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
+ public override string Prototype => "InactivityTimeRestart";
+
+ private CancellationTokenSource _timerCancel = new();
+
+ public TimeSpan InactivityMaxTime { get; set; } = TimeSpan.FromMinutes(10);
+ public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
+
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GameRunLevelChangedEvent>(RunLevelChanged);
- _playerManager.PlayerStatusChanged += PlayerStatusChanged;
}
- public override void Shutdown()
+ public override void Started()
{
- base.Shutdown();
- _playerManager.PlayerStatusChanged -= PlayerStatusChanged;
+ if (Configuration is not InactivityGameRuleConfiguration inactivityConfig)
+ return;
+ InactivityMaxTime = inactivityConfig.InactivityMaxTime;
+ RoundEndDelay = inactivityConfig.RoundEndDelay;
+ _playerManager.PlayerStatusChanged += PlayerStatusChanged;
}
- protected override void Ended(EntityUid uid, InactivityRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
+ public override void Ended()
{
- base.Ended(uid, component, gameRule, args);
+ _playerManager.PlayerStatusChanged -= PlayerStatusChanged;
- StopTimer(uid, component);
+ StopTimer();
}
- public void RestartTimer(EntityUid uid, InactivityRuleComponent? component = null)
+ public void RestartTimer()
{
- if (!Resolve(uid, ref component))
- return;
-
- component.TimerCancel.Cancel();
- component.TimerCancel = new CancellationTokenSource();
- Timer.Spawn(component.InactivityMaxTime, () => TimerFired(uid, component), component.TimerCancel.Token);
+ _timerCancel.Cancel();
+ _timerCancel = new CancellationTokenSource();
+ Timer.Spawn(InactivityMaxTime, TimerFired, _timerCancel.Token);
}
- public void StopTimer(EntityUid uid, InactivityRuleComponent? component = null)
+ public void StopTimer()
{
- if (!Resolve(uid, ref component))
- return;
-
- component.TimerCancel.Cancel();
+ _timerCancel.Cancel();
}
- private void TimerFired(EntityUid uid, InactivityRuleComponent? component = null)
+ private void TimerFired()
{
- if (!Resolve(uid, ref component))
- return;
-
GameTicker.EndRound(Loc.GetString("rule-time-has-run-out"));
- _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds",(int) component.RoundEndDelay.TotalSeconds)));
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds",(int) RoundEndDelay.TotalSeconds)));
- Timer.Spawn(component.RoundEndDelay, () => GameTicker.RestartRound());
+ Timer.Spawn(RoundEndDelay, () => GameTicker.RestartRound());
}
private void RunLevelChanged(GameRunLevelChangedEvent args)
{
- var query = EntityQueryEnumerator<InactivityRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var inactivity, out var gameRule))
+ if (!RuleAdded)
+ return;
+
+ switch (args.New)
{
- if (!GameTicker.IsGameRuleActive(uid, gameRule))
- return;
-
- switch (args.New)
- {
- case GameRunLevel.InRound:
- RestartTimer(uid, inactivity);
- break;
- case GameRunLevel.PreRoundLobby:
- case GameRunLevel.PostRound:
- StopTimer(uid, inactivity);
- break;
- }
+ case GameRunLevel.InRound:
+ RestartTimer();
+ break;
+ case GameRunLevel.PreRoundLobby:
+ case GameRunLevel.PostRound:
+ StopTimer();
+ break;
}
}
private void PlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
- var query = EntityQueryEnumerator<InactivityRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var inactivity, out var gameRule))
+ if (GameTicker.RunLevel != GameRunLevel.InRound)
+ {
+ return;
+ }
+
+ if (_playerManager.PlayerCount == 0)
+ {
+ RestartTimer();
+ }
+ else
{
- if (!GameTicker.IsGameRuleActive(uid, gameRule))
- return;
-
- if (GameTicker.RunLevel != GameRunLevel.InRound)
- {
- return;
- }
-
- if (_playerManager.PlayerCount == 0)
- {
- RestartTimer(uid, inactivity);
- }
- else
- {
- StopTimer(uid, inactivity);
- }
+ StopTimer();
}
}
}
using System.Threading;
using Content.Server.Chat.Managers;
-using Content.Server.GameTicking.Rules.Components;
+using Content.Server.GameTicking.Rules.Configurations;
using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.GameTicking.Rules;
-public sealed class MaxTimeRestartRuleSystem : GameRuleSystem<MaxTimeRestartRuleComponent>
+public sealed class MaxTimeRestartRuleSystem : GameRuleSystem
{
[Dependency] private readonly IChatManager _chatManager = default!;
+ public override string Prototype => "MaxTimeRestart";
+
+ private CancellationTokenSource _timerCancel = new();
+
+ public TimeSpan RoundMaxTime { get; set; } = TimeSpan.FromMinutes(5);
+ public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
+
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GameRunLevelChangedEvent>(RunLevelChanged);
}
- protected override void Started(EntityUid uid, MaxTimeRestartRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override void Started()
{
- base.Started(uid, component, gameRule, args);
+ if (Configuration is not MaxTimeRestartRuleConfiguration maxTimeRestartConfig)
+ return;
+
+ RoundMaxTime = maxTimeRestartConfig.RoundMaxTime;
+ RoundEndDelay = maxTimeRestartConfig.RoundEndDelay;
if(GameTicker.RunLevel == GameRunLevel.InRound)
- RestartTimer(component);
+ RestartTimer();
}
- protected override void Ended(EntityUid uid, MaxTimeRestartRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
+ public override void Ended()
{
- base.Ended(uid, component, gameRule, args);
-
- StopTimer(component);
+ StopTimer();
}
- public void RestartTimer(MaxTimeRestartRuleComponent component)
+ public void RestartTimer()
{
- component.TimerCancel.Cancel();
- component.TimerCancel = new CancellationTokenSource();
- Timer.Spawn(component.RoundMaxTime, () => TimerFired(component), component.TimerCancel.Token);
+ _timerCancel.Cancel();
+ _timerCancel = new CancellationTokenSource();
+ Timer.Spawn(RoundMaxTime, TimerFired, _timerCancel.Token);
}
- public void StopTimer(MaxTimeRestartRuleComponent component)
+ public void StopTimer()
{
- component.TimerCancel.Cancel();
+ _timerCancel.Cancel();
}
- private void TimerFired(MaxTimeRestartRuleComponent component)
+ private void TimerFired()
{
GameTicker.EndRound(Loc.GetString("rule-time-has-run-out"));
- _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds",("seconds", (int) component.RoundEndDelay.TotalSeconds)));
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds",("seconds", (int) RoundEndDelay.TotalSeconds)));
- Timer.Spawn(component.RoundEndDelay, () => GameTicker.RestartRound());
+ Timer.Spawn(RoundEndDelay, () => GameTicker.RestartRound());
}
private void RunLevelChanged(GameRunLevelChangedEvent args)
{
- var query = EntityQueryEnumerator<MaxTimeRestartRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var timer, out var gameRule))
+ if (!RuleAdded)
+ return;
+
+ switch (args.New)
{
- if (!GameTicker.IsGameRuleActive(uid, gameRule))
- return;
-
- switch (args.New)
- {
- case GameRunLevel.InRound:
- RestartTimer(timer);
- break;
- case GameRunLevel.PreRoundLobby:
- case GameRunLevel.PostRound:
- StopTimer(timer);
- break;
- }
+ case GameRunLevel.InRound:
+ RestartTimer();
+ break;
+ case GameRunLevel.PreRoundLobby:
+ case GameRunLevel.PostRound:
+ StopTimer();
+ break;
}
}
}
using Content.Server.Administration.Commands;
using Content.Server.Chat.Managers;
using Content.Server.GameTicking.Rules.Components;
+using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Ghost.Roles.Events;
using Content.Server.Humanoid;
using Content.Server.Station.Systems;
using Content.Server.Traitor;
using Content.Shared.Dataset;
-using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Prototypes;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
namespace Content.Server.GameTicking.Rules;
-public sealed class NukeopsRuleSystem : GameRuleSystem<NukeopsRuleComponent>
+public sealed class NukeopsRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly StationSystem _stationSystem = default!;
[Dependency] private readonly RoundEndSystem _roundEndSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
+ [Dependency] private readonly GameTicker _ticker = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
[Dependency] private readonly ShuttleSystem _shuttle = default!;
+
+ private enum WinType
+ {
+ /// <summary>
+ /// Operative major win. This means they nuked the station.
+ /// </summary>
+ OpsMajor,
+ /// <summary>
+ /// Minor win. All nukies were alive at the end of the round.
+ /// Alternatively, some nukies were alive, but the disk was left behind.
+ /// </summary>
+ OpsMinor,
+ /// <summary>
+ /// Neutral win. The nuke exploded, but on the wrong station.
+ /// </summary>
+ Neutral,
+ /// <summary>
+ /// Crew minor win. The nuclear authentication disk escaped on the shuttle,
+ /// but some nukies were alive.
+ /// </summary>
+ CrewMinor,
+ /// <summary>
+ /// Crew major win. This means they either killed all nukies,
+ /// or the bomb exploded too far away from the station, or on the nukie moon.
+ /// </summary>
+ CrewMajor
+ }
+
+ private enum WinCondition
+ {
+ NukeExplodedOnCorrectStation,
+ NukeExplodedOnNukieOutpost,
+ NukeExplodedOnIncorrectLocation,
+ NukeActiveInStation,
+ NukeActiveAtCentCom,
+ NukeDiskOnCentCom,
+ NukeDiskNotOnCentCom,
+ NukiesAbandoned,
+ AllNukiesDead,
+ SomeNukiesAlive,
+ AllNukiesAlive
+ }
+
+ private WinType _winType = WinType.Neutral;
+
+ private WinType RuleWinType
+ {
+ get => _winType;
+ set
+ {
+ _winType = value;
+
+ if (value == WinType.CrewMajor || value == WinType.OpsMajor)
+ {
+ _roundEndSystem.EndRound();
+ }
+ }
+ }
+ private List<WinCondition> _winConditions = new ();
+
+ private MapId? _nukiePlanet;
+
+ // TODO: use components, don't just cache entity UIDs
+ // There have been (and probably still are) bugs where these refer to deleted entities from old rounds.
+ private EntityUid? _nukieOutpost;
+ private EntityUid? _nukieShuttle;
+ private EntityUid? _targetStation;
+
+ public override string Prototype => "Nukeops";
+
+ private NukeopsRuleConfiguration _nukeopsRuleConfig = new();
+
+ /// <summary>
+ /// Cached starting gear prototypes.
+ /// </summary>
+ private readonly Dictionary<string, StartingGearPrototype> _startingGearPrototypes = new ();
+
+ /// <summary>
+ /// Cached operator name prototypes.
+ /// </summary>
+ private readonly Dictionary<string, List<string>> _operativeNames = new();
+
+ /// <summary>
+ /// Data to be used in <see cref="OnMindAdded"/> for an operative once the Mind has been added.
+ /// </summary>
+ private readonly Dictionary<EntityUid, string> _operativeMindPendingData = new();
+
+ /// <summary>
+ /// Players who played as an operative at some point in the round.
+ /// Stores the session as well as the entity name
+ /// </summary>
+ private readonly Dictionary<string, IPlayerSession> _operativePlayers = new();
+
+
public override void Initialize()
{
base.Initialize();
private void OnComponentInit(EntityUid uid, NukeOperativeComponent component, ComponentInit args)
{
- var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var ruleEnt, out var nukeops, out var gameRule))
- {
- if (!GameTicker.IsGameRuleAdded(ruleEnt, gameRule))
- continue;
-
- // If entity has a prior mind attached, add them to the players list.
- if (!TryComp<MindComponent>(uid, out var mindComponent))
- continue;
+ // If entity has a prior mind attached, add them to the players list.
+ if (!TryComp<MindComponent>(uid, out var mindComponent) || !RuleAdded)
+ return;
- var session = mindComponent.Mind?.Session;
- var name = MetaData(uid).EntityName;
- if (session != null)
- nukeops.OperativePlayers.Add(name, session);
- }
+ var session = mindComponent.Mind?.Session;
+ var name = MetaData(uid).EntityName;
+ if (session != null)
+ _operativePlayers.Add(name, session);
}
private void OnComponentRemove(EntityUid uid, NukeOperativeComponent component, ComponentRemove args)
private void OnNukeExploded(NukeExplodedEvent ev)
{
- var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var nukeops, out var gameRule))
- {
- if (!GameTicker.IsGameRuleAdded(uid, gameRule))
- continue;
+ if (!RuleAdded)
+ return;
- if (ev.OwningStation != null)
+ if (ev.OwningStation != null)
+ {
+ if (ev.OwningStation == _nukieOutpost)
{
- if (ev.OwningStation == nukeops.NukieOutpost)
- {
- nukeops.WinConditions.Add(WinCondition.NukeExplodedOnNukieOutpost);
- SetWinType(uid, WinType.CrewMajor, nukeops);
- continue;
- }
+ _winConditions.Add(WinCondition.NukeExplodedOnNukieOutpost);
+ RuleWinType = WinType.CrewMajor;
+ return;
+ }
- if (TryComp(nukeops.TargetStation, out StationDataComponent? data))
+ if (TryComp(_targetStation, out StationDataComponent? data))
+ {
+ foreach (var grid in data.Grids)
{
- var correctStation = false;
- foreach (var grid in data.Grids)
+ if (grid != ev.OwningStation)
{
- if (grid != ev.OwningStation)
- {
- continue;
- }
-
- nukeops.WinConditions.Add(WinCondition.NukeExplodedOnCorrectStation);
- SetWinType(uid, WinType.OpsMajor, nukeops);
- correctStation = true;
+ continue;
}
- if (correctStation)
- continue;
+ _winConditions.Add(WinCondition.NukeExplodedOnCorrectStation);
+ RuleWinType = WinType.OpsMajor;
+ return;
}
-
- nukeops.WinConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
- }
- else
- {
- nukeops.WinConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
}
- _roundEndSystem.EndRound();
+ _winConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
}
+ else
+ {
+ _winConditions.Add(WinCondition.NukeExplodedOnIncorrectLocation);
+ }
+
+ _roundEndSystem.EndRound();
}
private void OnRunLevelChanged(GameRunLevelChangedEvent ev)
{
- var query = EntityQueryEnumerator<NukeopsRuleComponent>();
- while (query.MoveNext(out var uid, out var nukeops))
+ switch (ev.New)
{
- switch (ev.New)
- {
- case GameRunLevel.InRound:
- OnRoundStart(uid, nukeops);
- break;
- case GameRunLevel.PostRound:
- OnRoundEnd(uid, nukeops);
- break;
- }
+ case GameRunLevel.InRound:
+ OnRoundStart();
+ break;
+ case GameRunLevel.PostRound:
+ OnRoundEnd();
+ break;
}
}
- /// <summary>
- /// Loneops can only spawn if there is no nukeops active
- /// </summary>
- public bool CheckLoneOpsSpawn()
+ public void LoadLoneOpsConfig()
{
- return !EntityQuery<NukeopsRuleComponent>().Any();
+ _nukeopsRuleConfig.SpawnOutpost = false;
+ _nukeopsRuleConfig.EndsRound = false;
}
- private void OnRoundStart(EntityUid uid, NukeopsRuleComponent? component = null)
+ public bool CheckLoneOpsSpawn()
{
- if (!Resolve(uid, ref component))
- return;
+ return _nukeopsRuleConfig.CanLoneOpsSpawn;
+ }
+ private void OnRoundStart()
+ {
// TODO: This needs to try and target a Nanotrasen station. At the very least,
// we can only currently guarantee that NT stations are the only station to
// exist in the base game.
- component.TargetStation = _stationSystem.Stations.FirstOrNull();
+ _targetStation = _stationSystem.Stations.FirstOrNull();
- if (component.TargetStation == null)
+ if (_targetStation == null)
{
return;
}
var filter = Filter.Empty();
- var query = EntityQueryEnumerator<NukeOperativeComponent, ActorComponent>();
- while (query.MoveNext(out _, out _, out var actor))
+ foreach (var nukie in EntityQuery<NukeOperativeComponent>())
{
- _chatManager.DispatchServerMessage(actor.PlayerSession, Loc.GetString("nukeops-welcome", ("station", component.TargetStation.Value)));
+ if (!TryComp<ActorComponent>(nukie.Owner, out var actor))
+ {
+ continue;
+ }
+
+ _chatManager.DispatchServerMessage(actor.PlayerSession, Loc.GetString("nukeops-welcome", ("station", _targetStation.Value)));
filter.AddPlayer(actor.PlayerSession);
}
- _audioSystem.PlayGlobal(component.GreetSound, filter, recordReplay: false);
+ _audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, filter, recordReplay: false);
}
- private void OnRoundEnd(EntityUid uid, NukeopsRuleComponent? component = null)
+ private void OnRoundEnd()
{
- if (!Resolve(uid, ref component))
- return;
-
// If the win condition was set to operative/crew major win, ignore.
- if (component.WinType == WinType.OpsMajor || component.WinType == WinType.CrewMajor)
+ if (RuleWinType == WinType.OpsMajor || RuleWinType == WinType.CrewMajor)
+ {
return;
+ }
- foreach (var (nuke, nukeTransform) in EntityQuery<NukeComponent, TransformComponent>(true))
+ foreach (var (nuke, nukeTransform) in EntityManager.EntityQuery<NukeComponent, TransformComponent>(true))
{
if (nuke.Status != NukeStatus.ARMED)
+ {
continue;
+ }
// UH OH
if (nukeTransform.MapID == _emergency.CentComMap)
{
- component.WinConditions.Add(WinCondition.NukeActiveAtCentCom);
- SetWinType(uid, WinType.OpsMajor, component);
+ _winConditions.Add(WinCondition.NukeActiveAtCentCom);
+ RuleWinType = WinType.OpsMajor;
return;
}
- if (nukeTransform.GridUid == null || component.TargetStation == null)
+ if (nukeTransform.GridUid == null || _targetStation == null)
+ {
continue;
+ }
- if (!TryComp(component.TargetStation.Value, out StationDataComponent? data))
+ if (!TryComp(_targetStation.Value, out StationDataComponent? data))
+ {
continue;
+ }
foreach (var grid in data.Grids)
{
if (grid != nukeTransform.GridUid)
+ {
continue;
+ }
- component.WinConditions.Add(WinCondition.NukeActiveInStation);
- SetWinType(uid, WinType.OpsMajor, component);
+ _winConditions.Add(WinCondition.NukeActiveInStation);
+ RuleWinType = WinType.OpsMajor;
return;
}
}
foreach (var (_, state) in EntityQuery<NukeOperativeComponent, MobStateComponent>())
{
if (state.CurrentState is MobState.Alive)
+ {
continue;
+ }
allAlive = false;
break;
// running away the moment nuke ops appear.
if (allAlive)
{
- SetWinType(uid, WinType.OpsMinor, component);
- component.WinConditions.Add(WinCondition.AllNukiesAlive);
+ RuleWinType = WinType.OpsMinor;
+ _winConditions.Add(WinCondition.AllNukiesAlive);
return;
}
- component.WinConditions.Add(WinCondition.SomeNukiesAlive);
+ _winConditions.Add(WinCondition.SomeNukiesAlive);
var diskAtCentCom = false;
foreach (var (_, transform) in EntityManager.EntityQuery<NukeDiskComponent, TransformComponent>())
// This also implies that some nuclear operatives have died.
if (diskAtCentCom)
{
- SetWinType(uid, WinType.CrewMinor, component);
- component.WinConditions.Add(WinCondition.NukeDiskOnCentCom);
+ RuleWinType = WinType.CrewMinor;
+ _winConditions.Add(WinCondition.NukeDiskOnCentCom);
}
// Otherwise, the nuke ops win.
else
{
- SetWinType(uid, WinType.OpsMinor, component);
- component.WinConditions.Add(WinCondition.NukeDiskNotOnCentCom);
+ RuleWinType = WinType.OpsMinor;
+ _winConditions.Add(WinCondition.NukeDiskNotOnCentCom);
}
}
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
- foreach (var nukeops in EntityQuery<NukeopsRuleComponent>())
- {
- var winText = Loc.GetString($"nukeops-{nukeops.WinType.ToString().ToLower()}");
+ if (!RuleAdded)
+ return;
- ev.AddLine(winText);
+ var winText = Loc.GetString($"nukeops-{_winType.ToString().ToLower()}");
- foreach (var cond in nukeops.WinConditions)
- {
- var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}");
+ ev.AddLine(winText);
- ev.AddLine(text);
- }
+ foreach (var cond in _winConditions)
+ {
+ var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}");
- ev.AddLine(Loc.GetString("nukeops-list-start"));
- foreach (var (name, session) in nukeops.OperativePlayers)
- {
- var listing = Loc.GetString("nukeops-list-name", ("name", name), ("user", session.Name));
- ev.AddLine(listing);
- }
+ ev.AddLine(text);
}
- }
-
- private void SetWinType(EntityUid uid, WinType type, NukeopsRuleComponent? component = null)
- {
- if (!Resolve(uid, ref component))
- return;
-
- component.WinType = type;
- if (type == WinType.CrewMajor || type == WinType.OpsMajor)
- _roundEndSystem.EndRound();
+ ev.AddLine(Loc.GetString("nukeops-list-start"));
+ foreach (var (name, session) in _operativePlayers)
+ {
+ var listing = Loc.GetString("nukeops-list-name", ("name", name), ("user", session.Name));
+ ev.AddLine(listing);
+ }
}
private void CheckRoundShouldEnd()
{
- var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var nukeops, out var gameRule))
- {
- if (!GameTicker.IsGameRuleAdded(uid, gameRule))
- continue;
-
- if (!nukeops.EndsRound || nukeops.WinType == WinType.CrewMajor || nukeops.WinType == WinType.OpsMajor)
- continue;
-
- // If there are any nuclear bombs that are active, immediately return. We're not over yet.
- var armed = false;
- foreach (var nuke in EntityQuery<NukeComponent>())
- {
- if (nuke.Status == NukeStatus.ARMED)
- {
- armed = true;
- break;
- }
- }
- if (armed)
- continue;
-
- MapId? shuttleMapId = Exists(nukeops.NukieShuttle)
- ? Transform(nukeops.NukieShuttle.Value).MapID
- : null;
+ if (!RuleAdded || !_nukeopsRuleConfig.EndsRound || RuleWinType == WinType.CrewMajor || RuleWinType == WinType.OpsMajor)
+ return;
- MapId? targetStationMap = null;
- if (nukeops.TargetStation != null && TryComp(nukeops.TargetStation, out StationDataComponent? data))
+ // If there are any nuclear bombs that are active, immediately return. We're not over yet.
+ foreach (var nuke in EntityQuery<NukeComponent>())
+ {
+ if (nuke.Status == NukeStatus.ARMED)
{
- var grid = data.Grids.FirstOrNull();
- targetStationMap = grid != null
- ? Transform(grid.Value).MapID
- : null;
+ return;
}
+ }
- // Check if there are nuke operatives still alive on the same map as the shuttle,
- // or on the same map as the station.
- // If there are, the round can continue.
- var operatives = EntityQuery<NukeOperativeComponent, MobStateComponent, TransformComponent>(true);
- var operativesAlive = operatives
- .Where(ent =>
- ent.Item3.MapID == shuttleMapId
- || ent.Item3.MapID == targetStationMap)
- .Any(ent => ent.Item2.CurrentState == MobState.Alive && ent.Item1.Running);
-
- if (operativesAlive)
- continue; // There are living operatives than can access the shuttle, or are still on the station's map.
-
- // Check that there are spawns available and that they can access the shuttle.
- var spawnsAvailable = EntityQuery<NukeOperativeSpawnerComponent>(true).Any();
- if (spawnsAvailable && shuttleMapId == nukeops.NukiePlanet)
- continue; // Ghost spawns can still access the shuttle. Continue the round.
+ MapId? shuttleMapId = EntityManager.EntityExists(_nukieShuttle)
+ ? Transform(_nukieShuttle!.Value).MapID
+ : null;
- // The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives,
- // and there are no nuclear operatives on the target station's map.
- nukeops.WinConditions.Add(spawnsAvailable
- ? WinCondition.NukiesAbandoned
- : WinCondition.AllNukiesDead);
+ MapId? targetStationMap = null;
+ if (_targetStation != null && TryComp(_targetStation, out StationDataComponent? data))
+ {
+ var grid = data.Grids.FirstOrNull();
+ targetStationMap = grid != null
+ ? Transform(grid.Value).MapID
+ : null;
+ }
- SetWinType(uid, WinType.CrewMajor, nukeops);
+ // Check if there are nuke operatives still alive on the same map as the shuttle,
+ // or on the same map as the station.
+ // If there are, the round can continue.
+ var operatives = EntityQuery<NukeOperativeComponent, MobStateComponent, TransformComponent>(true);
+ var operativesAlive = operatives
+ .Where(ent =>
+ ent.Item3.MapID == shuttleMapId
+ || ent.Item3.MapID == targetStationMap)
+ .Any(ent => ent.Item2.CurrentState == MobState.Alive && ent.Item1.Running);
+
+ if (operativesAlive)
+ return; // There are living operatives than can access the shuttle, or are still on the station's map.
+
+ // Check that there are spawns available and that they can access the shuttle.
+ var spawnsAvailable = EntityQuery<NukeOperativeSpawnerComponent>(true).Any();
+ if (spawnsAvailable && shuttleMapId == _nukiePlanet)
+ return; // Ghost spawns can still access the shuttle. Continue the round.
+
+ // The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives,
+ // and there are no nuclear operatives on the target station's map.
+ if (spawnsAvailable)
+ {
+ _winConditions.Add(WinCondition.NukiesAbandoned);
}
+ else
+ {
+ _winConditions.Add(WinCondition.AllNukiesDead);
+ }
+
+ RuleWinType = WinType.CrewMajor;
}
private void OnNukeDisarm(NukeDisarmSuccessEvent ev)
private void OnPlayersSpawning(RulePlayerSpawningEvent ev)
{
- var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var nukeops, out var gameRule))
+ if (!RuleAdded)
+ return;
+
+ if (!SpawnMap())
{
- if (!GameTicker.IsGameRuleAdded(uid, gameRule))
- continue;
+ Logger.InfoS("nukies", "Failed to load map for nukeops");
+ return;
+ }
+
+ // Basically copied verbatim from traitor code
+ var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative;
+ var maxOperatives = _nukeopsRuleConfig.MaxOperatives;
- if (!SpawnMap(uid, nukeops))
+ var everyone = new List<IPlayerSession>(ev.PlayerPool);
+ var prefList = new List<IPlayerSession>();
+ var cmdrPrefList = new List<IPlayerSession>();
+ var operatives = new List<IPlayerSession>();
+
+ // The LINQ expression ReSharper keeps suggesting is completely unintelligible so I'm disabling it
+ // ReSharper disable once ForeachCanBeConvertedToQueryUsingAnotherGetEnumerator
+ foreach (var player in everyone)
+ {
+ if (!ev.Profiles.ContainsKey(player.UserId))
{
- Logger.InfoS("nukies", "Failed to load map for nukeops");
continue;
}
-
- // Basically copied verbatim from traitor code
- var playersPerOperative = nukeops.PlayersPerOperative;
- var maxOperatives = nukeops.MaxOperatives;
-
- var everyone = new List<IPlayerSession>(ev.PlayerPool);
- var prefList = new List<IPlayerSession>();
- var cmdrPrefList = new List<IPlayerSession>();
- var operatives = new List<IPlayerSession>();
-
- // The LINQ expression ReSharper keeps suggesting is completely unintelligible so I'm disabling it
- // ReSharper disable once ForeachCanBeConvertedToQueryUsingAnotherGetEnumerator
- foreach (var player in everyone)
+ var profile = ev.Profiles[player.UserId];
+ if (profile.AntagPreferences.Contains(_nukeopsRuleConfig.OperativeRoleProto))
{
- if (!ev.Profiles.ContainsKey(player.UserId))
- {
- continue;
- }
-
- var profile = ev.Profiles[player.UserId];
- if (profile.AntagPreferences.Contains(nukeops.OperativeRoleProto))
- {
- prefList.Add(player);
- }
-
- if (profile.AntagPreferences.Contains(nukeops.CommanderRolePrototype))
- {
- cmdrPrefList.Add(player);
- }
+ prefList.Add(player);
}
+ if (profile.AntagPreferences.Contains(_nukeopsRuleConfig.CommanderRolePrototype))
+ {
+ cmdrPrefList.Add(player);
+ }
+ }
- var numNukies = MathHelper.Clamp(ev.PlayerPool.Count / playersPerOperative, 1, maxOperatives);
+ var numNukies = MathHelper.Clamp(ev.PlayerPool.Count / playersPerOperative, 1, maxOperatives);
- for (var i = 0; i < numNukies; i++)
+ for (var i = 0; i < numNukies; i++)
+ {
+ IPlayerSession nukeOp;
+ // Only one commander, so we do it at the start
+ if (i == 0)
{
- IPlayerSession nukeOp;
- // Only one commander, so we do it at the start
- if (i == 0)
- {
- if (cmdrPrefList.Count == 0)
- {
- if (prefList.Count == 0)
- {
- if (everyone.Count == 0)
- {
- Logger.InfoS("preset",
- "Insufficient ready players to fill up with nukeops, stopping the selection");
- break;
- }
-
- nukeOp = _random.PickAndTake(everyone);
- Logger.InfoS("preset",
- "Insufficient preferred nukeop commanders or nukies, picking at random.");
- }
- else
- {
- nukeOp = _random.PickAndTake(prefList);
- everyone.Remove(nukeOp);
- Logger.InfoS("preset",
- "Insufficient preferred nukeop commanders, picking at random from regular op list.");
- }
- }
- else
- {
- nukeOp = _random.PickAndTake(cmdrPrefList);
- everyone.Remove(nukeOp);
- prefList.Remove(nukeOp);
- Logger.InfoS("preset", "Selected a preferred nukeop commander.");
- }
- }
- else
+ if (cmdrPrefList.Count == 0)
{
if (prefList.Count == 0)
{
if (everyone.Count == 0)
{
- Logger.InfoS("preset",
- "Insufficient ready players to fill up with nukeops, stopping the selection");
+ Logger.InfoS("preset", "Insufficient ready players to fill up with nukeops, stopping the selection");
break;
}
-
nukeOp = _random.PickAndTake(everyone);
- Logger.InfoS("preset", "Insufficient preferred nukeops, picking at random.");
+ Logger.InfoS("preset", "Insufficient preferred nukeop commanders or nukies, picking at random.");
}
else
{
nukeOp = _random.PickAndTake(prefList);
everyone.Remove(nukeOp);
- Logger.InfoS("preset", "Selected a preferred nukeop.");
+ Logger.InfoS("preset", "Insufficient preferred nukeop commanders, picking at random from regular op list.");
}
}
-
- operatives.Add(nukeOp);
+ else
+ {
+ nukeOp = _random.PickAndTake(cmdrPrefList);
+ everyone.Remove(nukeOp);
+ prefList.Remove(nukeOp);
+ Logger.InfoS("preset", "Selected a preferred nukeop commander.");
+ }
}
-
- SpawnOperatives(numNukies, operatives, false, nukeops);
-
- foreach (var session in operatives)
+ else
{
- ev.PlayerPool.Remove(session);
- GameTicker.PlayerJoinGame(session);
- var name = session.AttachedEntity == null
- ? string.Empty
- : MetaData(session.AttachedEntity.Value).EntityName;
- // TODO: Fix this being able to have duplicates
- nukeops.OperativePlayers[name] = session;
+ if (prefList.Count == 0)
+ {
+ if (everyone.Count == 0)
+ {
+ Logger.InfoS("preset", "Insufficient ready players to fill up with nukeops, stopping the selection");
+ break;
+ }
+ nukeOp = _random.PickAndTake(everyone);
+ Logger.InfoS("preset", "Insufficient preferred nukeops, picking at random.");
+ }
+ else
+ {
+ nukeOp = _random.PickAndTake(prefList);
+ everyone.Remove(nukeOp);
+ Logger.InfoS("preset", "Selected a preferred nukeop.");
+ }
}
+ operatives.Add(nukeOp);
+ }
+
+ SpawnOperatives(numNukies, operatives, false);
+
+ foreach(var session in operatives)
+ {
+ ev.PlayerPool.Remove(session);
+ GameTicker.PlayerJoinGame(session);
+ var name = session.AttachedEntity == null
+ ? string.Empty
+ : MetaData(session.AttachedEntity.Value).EntityName;
+ // TODO: Fix this being able to have duplicates
+ _operativePlayers[name] = session;
}
}
if (TryComp(args.Spawned, out ActorComponent? actor))
profile = _prefs.GetPreferences(actor.PlayerSession.UserId).SelectedCharacter as HumanoidCharacterProfile;
- // todo: this is kinda awful for multi-nukies
- foreach (var nukeops in EntityQuery<NukeopsRuleComponent>())
- {
- SetupOperativeEntity(uid, nukeOpSpawner.OperativeName, nukeOpSpawner.OperativeStartingGear, profile, nukeops);
+ SetupOperativeEntity(uid, nukeOpSpawner.OperativeName, nukeOpSpawner.OperativeStartingGear, profile);
- nukeops.OperativeMindPendingData.Add(uid, nukeOpSpawner.OperativeRolePrototype);
- }
+ _operativeMindPendingData.Add(uid, nukeOpSpawner.OperativeRolePrototype);
}
private void OnMindAdded(EntityUid uid, NukeOperativeComponent component, MindAddedMessage args)
var mind = mindComponent.Mind;
- foreach (var nukeops in EntityQuery<NukeopsRuleComponent>())
+ if (_operativeMindPendingData.TryGetValue(uid, out var role) || !_nukeopsRuleConfig.SpawnOutpost || !_nukeopsRuleConfig.EndsRound)
{
- if (nukeops.OperativeMindPendingData.TryGetValue(uid, out var role) || !nukeops.SpawnOutpost || !nukeops.EndsRound)
- {
- role ??= nukeops.OperativeRoleProto;
+ if (role == null)
+ role = _nukeopsRuleConfig.OperativeRoleProto;
- mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(role)));
- nukeops.OperativeMindPendingData.Remove(uid);
- }
+ mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(role)));
+ _operativeMindPendingData.Remove(uid);
+ }
- if (!mind.TryGetSession(out var playerSession))
- return;
- if (nukeops.OperativePlayers.ContainsValue(playerSession))
- return;
+ if (!mind.TryGetSession(out var playerSession))
+ return;
+ if (_operativePlayers.ContainsValue(playerSession))
+ return;
- var name = MetaData(uid).EntityName;
+ var name = MetaData(uid).EntityName;
- nukeops.OperativePlayers.Add(name, playerSession);
+ _operativePlayers.Add(name, playerSession);
- if (GameTicker.RunLevel != GameRunLevel.InRound)
- return;
+ if (_ticker.RunLevel != GameRunLevel.InRound)
+ return;
- _audioSystem.PlayGlobal(nukeops.GreetSound, playerSession);
+ if (_nukeopsRuleConfig.GreetSound != null)
+ _audioSystem.PlayGlobal(_nukeopsRuleConfig.GreetSound, playerSession);
- if (nukeops.TargetStation != null && !string.IsNullOrEmpty(Name(nukeops.TargetStation.Value)))
- _chatManager.DispatchServerMessage(playerSession, Loc.GetString("nukeops-welcome", ("station", nukeops.TargetStation.Value)));
- }
+ if (_targetStation != null && !string.IsNullOrEmpty(Name(_targetStation.Value)))
+ _chatManager.DispatchServerMessage(playerSession, Loc.GetString("nukeops-welcome", ("station", _targetStation.Value)));
}
- private bool SpawnMap(EntityUid uid, NukeopsRuleComponent? component = null)
+ private bool SpawnMap()
{
- if (!Resolve(uid, ref component))
- return false;
-
- if (component.NukiePlanet != null)
+ if (_nukiePlanet != null)
return true; // Map is already loaded.
- if (!component.SpawnOutpost)
+ if (!_nukeopsRuleConfig.SpawnOutpost)
return true;
- var path = component.NukieOutpostMap;
- var shuttlePath = component.NukieShuttleMap;
+ _nukeopsRuleConfig.CanLoneOpsSpawn = false;
+
+ var path = _nukeopsRuleConfig.NukieOutpostMap;
+ var shuttlePath = _nukeopsRuleConfig.NukieShuttleMap;
+ if (path == null)
+ {
+ Logger.ErrorS("nukies", "No station map specified for nukeops!");
+ return false;
+ }
+
+ if (shuttlePath == null)
+ {
+ Logger.ErrorS("nukies", "No shuttle map specified for nukeops!");
+ return false;
+ }
var mapId = _mapManager.CreateMap();
- var options = new MapLoadOptions
+ var options = new MapLoadOptions()
{
LoadMap = true,
};
}
// Assume the first grid is the outpost grid.
- component.NukieOutpost = outpostGrids[0];
+ _nukieOutpost = outpostGrids[0];
// Listen I just don't want it to overlap.
if (!_map.TryLoad(mapId, shuttlePath.ToString(), out var grids, new MapLoadOptions {Offset = Vector2.One*1000f}) || !grids.Any())
if (TryComp<ShuttleComponent>(shuttleId, out var shuttle))
{
- _shuttle.TryFTLDock(shuttleId, shuttle, component.NukieOutpost.Value);
+ _shuttle.TryFTLDock(shuttleId, shuttle, _nukieOutpost.Value);
}
- component.NukiePlanet = mapId;
- component.NukieShuttle = shuttleId;
+ _nukiePlanet = mapId;
+ _nukieShuttle = shuttleId;
+
return true;
}
- private (string Name, string Role, string Gear) GetOperativeSpawnDetails(int spawnNumber, NukeopsRuleComponent component )
+ private (string Name, string Role, string Gear) GetOperativeSpawnDetails(int spawnNumber)
{
string name;
string role;
switch (spawnNumber)
{
case 0:
- name = Loc.GetString("nukeops-role-commander") + " " + _random.PickAndTake(component.OperativeNames[component.EliteNames]);
- role = component.CommanderRolePrototype;
- gear = component.CommanderStartGearPrototype;
+ name = Loc.GetString("nukeops-role-commander") + " " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.EliteNames]);
+ role = _nukeopsRuleConfig.CommanderRolePrototype;
+ gear = _nukeopsRuleConfig.CommanderStartGearPrototype;
break;
case 1:
- name = Loc.GetString("nukeops-role-agent") + " " + _random.PickAndTake(component.OperativeNames[component.NormalNames]);
- role = component.OperativeRoleProto;
- gear = component.MedicStartGearPrototype;
+ name = Loc.GetString("nukeops-role-agent") + " " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.NormalNames]);
+ role = _nukeopsRuleConfig.OperativeRoleProto;
+ gear = _nukeopsRuleConfig.MedicStartGearPrototype;
break;
default:
- name = Loc.GetString("nukeops-role-operator") + " " + _random.PickAndTake(component.OperativeNames[component.NormalNames]);
- role = component.OperativeRoleProto;
- gear = component.OperativeStartGearPrototype;
+ name = Loc.GetString("nukeops-role-operator") + " " + _random.PickAndTake(_operativeNames[_nukeopsRuleConfig.NormalNames]);
+ role = _nukeopsRuleConfig.OperativeRoleProto;
+ gear = _nukeopsRuleConfig.OperativeStartGearPrototype;
break;
}
/// <summary>
/// Adds missing nuke operative components, equips starting gear and renames the entity.
/// </summary>
- private void SetupOperativeEntity(EntityUid mob, string name, string gear, HumanoidCharacterProfile? profile, NukeopsRuleComponent component)
+ private void SetupOperativeEntity(EntityUid mob, string name, string gear, HumanoidCharacterProfile? profile)
{
MetaData(mob).EntityName = name;
- EnsureComp<NukeOperativeComponent>(mob);
+ EntityManager.EnsureComponent<NukeOperativeComponent>(mob);
if (profile != null)
{
_humanoidSystem.LoadProfile(mob, profile);
}
- if (component.StartingGearPrototypes.TryGetValue(gear, out var gearPrototype))
+ if (_startingGearPrototypes.TryGetValue(gear, out var gearPrototype))
_stationSpawningSystem.EquipStartingGear(mob, gearPrototype, profile);
_faction.RemoveFaction(mob, "NanoTrasen", false);
_faction.AddFaction(mob, "Syndicate");
}
- private void SpawnOperatives(int spawnCount, List<IPlayerSession> sessions, bool addSpawnPoints, NukeopsRuleComponent component)
+ private void SpawnOperatives(int spawnCount, List<IPlayerSession> sessions, bool addSpawnPoints)
{
- if (component.NukieOutpost == null)
+ if (_nukieOutpost == null)
return;
- var outpostUid = component.NukieOutpost.Value;
+ var outpostUid = _nukieOutpost.Value;
var spawns = new List<EntityCoordinates>();
// Forgive me for hardcoding prototypes
foreach (var (_, meta, xform) in EntityManager.EntityQuery<SpawnPointComponent, MetaDataComponent, TransformComponent>(true))
{
- if (meta.EntityPrototype?.ID != component.SpawnPointPrototype)
+ if (meta.EntityPrototype?.ID != _nukeopsRuleConfig.SpawnPointPrototype)
continue;
- if (xform.ParentUid != component.NukieOutpost)
+ if (xform.ParentUid != _nukieOutpost)
continue;
spawns.Add(xform.Coordinates);
// TODO: This should spawn the nukies in regardless and transfer if possible; rest should go to shot roles.
for(var i = 0; i < spawnCount; i++)
{
- var spawnDetails = GetOperativeSpawnDetails(i, component);
+ var spawnDetails = GetOperativeSpawnDetails(i);
var nukeOpsAntag = _prototypeManager.Index<AntagPrototype>(spawnDetails.Role);
if (sessions.TryGetValue(i, out var session))
{
var profile = _prefs.GetPreferences(session.UserId).SelectedCharacter as HumanoidCharacterProfile;
- if (!_prototypeManager.TryIndex(profile?.Species ?? SharedHumanoidAppearanceSystem.DefaultSpecies, out SpeciesPrototype? species))
+ if (!_prototypeManager.TryIndex(profile?.Species ?? HumanoidAppearanceSystem.DefaultSpecies, out SpeciesPrototype? species))
{
- species = _prototypeManager.Index<SpeciesPrototype>(SharedHumanoidAppearanceSystem.DefaultSpecies);
+ species = _prototypeManager.Index<SpeciesPrototype>(HumanoidAppearanceSystem.DefaultSpecies);
}
var mob = EntityManager.SpawnEntity(species.Prototype, _random.Pick(spawns));
- SetupOperativeEntity(mob, spawnDetails.Name, spawnDetails.Gear, profile, component);
+ SetupOperativeEntity(mob, spawnDetails.Name, spawnDetails.Gear, profile);
var newMind = new Mind.Mind(session.UserId)
{
}
else if (addSpawnPoints)
{
- var spawnPoint = EntityManager.SpawnEntity(component.GhostSpawnPointProto, _random.Pick(spawns));
+ var spawnPoint = EntityManager.SpawnEntity(_nukeopsRuleConfig.GhostSpawnPointProto, _random.Pick(spawns));
var ghostRole = EnsureComp<GhostRoleComponent>(spawnPoint);
EnsureComp<GhostRoleMobSpawnerComponent>(spawnPoint);
ghostRole.RoleName = Loc.GetString(nukeOpsAntag.Name);
}
}
- private void SpawnOperativesForGhostRoles(EntityUid uid, NukeopsRuleComponent? component = null)
+ private void SpawnOperativesForGhostRoles()
{
- if (!Resolve(uid, ref component))
- return;
-
- if (!SpawnMap(uid, component))
+ if (!SpawnMap())
{
Logger.InfoS("nukies", "Failed to load map for nukeops");
return;
}
// Basically copied verbatim from traitor code
- var playersPerOperative = component.PlayersPerOperative;
- var maxOperatives = component.MaxOperatives;
+ var playersPerOperative = _nukeopsRuleConfig.PlayersPerOperative;
+ var maxOperatives = _nukeopsRuleConfig.MaxOperatives;
var playerPool = _playerSystem.ServerSessions.ToList();
var numNukies = MathHelper.Clamp(playerPool.Count / playersPerOperative, 1, maxOperatives);
var operatives = new List<IPlayerSession>();
- SpawnOperatives(numNukies, operatives, true, component);
+ SpawnOperatives(numNukies, operatives, true);
}
//For admins forcing someone to nukeOps.
if (!mind.OwnedEntity.HasValue)
return;
- //ok hardcoded value bad but so is everything else here
- mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>("Nukeops")));
+ mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(_nukeopsRuleConfig.OperativeRoleProto)));
SetOutfitCommand.SetOutfit(mind.OwnedEntity.Value, "SyndicateOperativeGearFull", EntityManager);
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
- var query = EntityQueryEnumerator<NukeopsRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var nukeops, out var gameRule))
- {
- if (!GameTicker.IsGameRuleAdded(uid, gameRule))
- continue;
-
- var minPlayers = nukeops.MinPlayers;
- if (!ev.Forced && ev.Players.Length < minPlayers)
- {
- _chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-not-enough-ready-players",
- ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
- ev.Cancel();
- continue;
- }
-
- if (ev.Players.Length != 0)
- continue;
+ if (!RuleAdded || Configuration is not NukeopsRuleConfiguration nukeOpsConfig)
+ return;
- _chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
+ _nukeopsRuleConfig = nukeOpsConfig;
+ var minPlayers = nukeOpsConfig.MinPlayers;
+ 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)
+ return;
+
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
+ ev.Cancel();
}
- protected override void Started(EntityUid uid, NukeopsRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override void Started()
{
- base.Started(uid, component, gameRule, args);
+ RuleWinType = WinType.Neutral;
+ _winConditions.Clear();
+ _nukieOutpost = null;
+ _nukiePlanet = null;
+
+ _startingGearPrototypes.Clear();
+ _operativeNames.Clear();
+ _operativeMindPendingData.Clear();
+ _operativePlayers.Clear();
+
// TODO: Loot table or something
foreach (var proto in new[]
{
- component.CommanderStartGearPrototype,
- component.MedicStartGearPrototype,
- component.OperativeStartGearPrototype
+ _nukeopsRuleConfig.CommanderStartGearPrototype,
+ _nukeopsRuleConfig.MedicStartGearPrototype,
+ _nukeopsRuleConfig.OperativeStartGearPrototype
})
{
- component.StartingGearPrototypes.Add(proto, _prototypeManager.Index<StartingGearPrototype>(proto));
+ _startingGearPrototypes.Add(proto, _prototypeManager.Index<StartingGearPrototype>(proto));
}
- foreach (var proto in new[] { component.EliteNames, component.NormalNames })
+ foreach (var proto in new[] { _nukeopsRuleConfig.EliteNames, _nukeopsRuleConfig.NormalNames })
{
- component.OperativeNames.Add(proto, new List<string>(_prototypeManager.Index<DatasetPrototype>(proto).Values));
+ _operativeNames.Add(proto, new List<string>(_prototypeManager.Index<DatasetPrototype>(proto).Values));
}
// Add pre-existing nuke operatives to the credit list.
- var query = EntityQuery<NukeOperativeComponent, MindComponent, MetaDataComponent>(true);
- foreach (var (_, mindComp, metaData) in query)
+ var query = EntityQuery<NukeOperativeComponent, MindComponent>(true);
+ foreach (var (_, mindComp) in query)
{
if (mindComp.Mind == null || !mindComp.Mind.TryGetSession(out var session))
continue;
- component.OperativePlayers.Add(metaData.EntityName, session);
+ var name = MetaData(mindComp.Owner).EntityName;
+ _operativePlayers.Add(name, session);
}
if (GameTicker.RunLevel == GameRunLevel.InRound)
- SpawnOperativesForGhostRoles(uid, component);
+ SpawnOperativesForGhostRoles();
}
+ public override void Ended()
+ {
+ _nukeopsRuleConfig.EndsRound = true;
+ _nukeopsRuleConfig.SpawnOutpost = true;
+ _nukeopsRuleConfig.CanLoneOpsSpawn = true;
+ }
}
using Content.Server.Administration.Commands;
using Content.Server.Cargo.Systems;
using Content.Server.Chat.Managers;
-using Content.Server.GameTicking.Rules.Components;
using Content.Server.Preferences.Managers;
using Content.Server.Spawners.Components;
using Content.Server.Station.Components;
/// <summary>
/// This handles the Pirates minor antag, which is designed to coincide with other modes on occasion.
/// </summary>
-public sealed class PiratesRuleSystem : GameRuleSystem<PiratesRuleComponent>
+public sealed class PiratesRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MapLoaderSystem _map = default!;
[Dependency] private readonly NamingSystem _namingSystem = default!;
+ [ViewVariables]
+ private List<Mind.Mind> _pirates = new();
+ [ViewVariables]
+ private EntityUid _pirateShip = EntityUid.Invalid;
+ [ViewVariables]
+ private HashSet<EntityUid> _initialItems = new();
+ [ViewVariables]
+ private double _initialShipValue;
+
+ public override string Prototype => "Pirates";
+
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<RulePlayerSpawningEvent>(OnPlayerSpawningEvent);
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndTextEvent);
- SubscribeLocalEvent<RoundStartAttemptEvent>(OnStartAttempt);
}
private void OnRoundEndTextEvent(RoundEndTextAppendEvent ev)
{
- var query = EntityQueryEnumerator<PiratesRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var pirates, out var gameRule))
- {
- if (Deleted(pirates.PirateShip))
- {
- // Major loss, the ship somehow got annihilated.
- ev.AddLine(Loc.GetString("pirates-no-ship"));
- }
- else
- {
-
- List<(double, EntityUid)> mostValuableThefts = new();
+ if (!RuleAdded)
+ return;
- var comp1 = pirates;
- var finalValue = _pricingSystem.AppraiseGrid(pirates.PirateShip, uid =>
- {
- foreach (var mind in comp1.Pirates)
- {
- if (mind.CurrentEntity == uid)
- return false; // Don't appraise the pirates twice, we count them in separately.
- }
-
- return true;
- }, (uid, price) =>
- {
- if (comp1.InitialItems.Contains(uid))
- return;
+ if (Deleted(_pirateShip))
+ {
+ // Major loss, the ship somehow got annihilated.
+ ev.AddLine(Loc.GetString("pirates-no-ship"));
+ }
+ else
+ {
- mostValuableThefts.Add((price, uid));
- mostValuableThefts.Sort((i1, i2) => i2.Item1.CompareTo(i1.Item1));
- if (mostValuableThefts.Count > 5)
- mostValuableThefts.Pop();
- });
+ List<(double, EntityUid)> mostValuableThefts = new();
- foreach (var mind in pirates.Pirates)
+ var finalValue = _pricingSystem.AppraiseGrid(_pirateShip, uid =>
+ {
+ foreach (var mind in _pirates)
{
- if (mind.CurrentEntity is not null)
- finalValue += _pricingSystem.GetPrice(mind.CurrentEntity.Value);
+ if (mind.CurrentEntity == uid)
+ return false; // Don't appraise the pirates twice, we count them in separately.
}
+ return true;
+ }, (uid, price) =>
+ {
+ if (_initialItems.Contains(uid))
+ return;
- var score = finalValue - pirates.InitialShipValue;
-
- ev.AddLine(Loc.GetString("pirates-final-score", ("score", $"{score:F2}")));
- ev.AddLine(Loc.GetString("pirates-final-score-2", ("finalPrice", $"{finalValue:F2}")));
+ mostValuableThefts.Add((price, uid));
+ mostValuableThefts.Sort((i1, i2) => i2.Item1.CompareTo(i1.Item1));
+ if (mostValuableThefts.Count > 5)
+ mostValuableThefts.Pop();
+ });
- ev.AddLine("");
- ev.AddLine(Loc.GetString("pirates-most-valuable"));
+ foreach (var mind in _pirates)
+ {
+ if (mind.CurrentEntity is not null)
+ finalValue += _pricingSystem.GetPrice(mind.CurrentEntity.Value);
+ }
- foreach (var (price, obj) in mostValuableThefts)
- {
- ev.AddLine(Loc.GetString("pirates-stolen-item-entry", ("entity", obj), ("credits", $"{price:F2}")));
- }
+ var score = finalValue - _initialShipValue;
- if (mostValuableThefts.Count == 0)
- ev.AddLine(Loc.GetString("pirates-stole-nothing"));
- }
+ ev.AddLine(Loc.GetString("pirates-final-score", ("score", $"{score:F2}")));
+ ev.AddLine(Loc.GetString("pirates-final-score-2", ("finalPrice", $"{finalValue:F2}")));
ev.AddLine("");
- ev.AddLine(Loc.GetString("pirates-list-start"));
- foreach (var pirate in pirates.Pirates)
+ ev.AddLine(Loc.GetString("pirates-most-valuable"));
+
+ foreach (var (price, obj) in mostValuableThefts)
{
- ev.AddLine($"- {pirate.CharacterName} ({pirate.Session?.Name})");
+ ev.AddLine(Loc.GetString("pirates-stolen-item-entry", ("entity", obj), ("credits", $"{price:F2}")));
}
+
+ if (mostValuableThefts.Count == 0)
+ ev.AddLine(Loc.GetString("pirates-stole-nothing"));
+ }
+
+ ev.AddLine("");
+ ev.AddLine(Loc.GetString("pirates-list-start"));
+ foreach (var pirates in _pirates)
+ {
+ ev.AddLine($"- {pirates.CharacterName} ({pirates.Session?.Name})");
}
}
+ public override void Started() { }
+
+ public override void Ended() { }
+
private void OnPlayerSpawningEvent(RulePlayerSpawningEvent ev)
{
- var query = EntityQueryEnumerator<PiratesRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var pirates, out var gameRule))
+ // Forgive me for copy-pasting nukies.
+ if (!RuleAdded)
{
- // Forgive me for copy-pasting nukies.
- if (!GameTicker.IsGameRuleAdded(uid, gameRule))
- return;
-
- pirates.Pirates.Clear();
- pirates.InitialItems.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);
- }
+ return;
+ }
- var map = "/Maps/Shuttles/pirate.yml";
- var xformQuery = GetEntityQuery<TransformComponent>();
+ _pirates.Clear();
+ _initialItems.Clear();
- var aabbs = _stationSystem.Stations.SelectMany(x =>
- Comp<StationDataComponent>(x).Grids.Select(x =>
- xformQuery.GetComponent(x).WorldMatrix.TransformBox(_mapManager.GetGridComp(x).LocalAABB)))
- .ToArray();
+ // 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 aabb = aabbs[0];
+ var map = "/Maps/Shuttles/pirate.yml";
+ var xformQuery = GetEntityQuery<TransformComponent>();
- for (var i = 1; i < aabbs.Length; i++)
- {
- aabb.Union(aabbs[i]);
- }
+ var aabbs = _stationSystem.Stations.SelectMany(x =>
+ Comp<StationDataComponent>(x).Grids.Select(x => xformQuery.GetComponent(x).WorldMatrix.TransformBox(_mapManager.GetGridComp(x).LocalAABB))).ToArray();
- var gridId = _map.LoadGrid(GameTicker.DefaultMap, map, new MapLoadOptions
- {
- Offset = aabb.Center + MathF.Max(aabb.Height / 2f, aabb.Width / 2f) * 2.5f
- });
+ var aabb = aabbs[0];
- if (!gridId.HasValue)
- {
- Logger.ErrorS("pirates", $"Gridid was null when loading \"{map}\", aborting.");
- foreach (var session in ops)
- {
- ev.PlayerPool.Add(session);
- }
+ for (var i = 1; i < aabbs.Length; i++)
+ {
+ aabb.Union(aabbs[i]);
+ }
- return;
- }
+ var gridId = _map.LoadGrid(GameTicker.DefaultMap, map, new MapLoadOptions
+ {
+ Offset = aabb.Center + MathF.Max(aabb.Height / 2f, aabb.Width / 2f) * 2.5f
+ });
- pirates.PirateShip = gridId.Value;
+ if (!gridId.HasValue)
+ {
+ Logger.ErrorS("pirates", $"Gridid was null when loading \"{map}\", aborting.");
+ foreach (var session in ops)
+ {
+ ev.PlayerPool.Add(session);
+ }
+ return;
+ }
- // TODO: Loot table or something
- var pirateGear = _prototypeManager.Index<StartingGearPrototype>("PirateGear"); // YARRR
+ _pirateShip = gridId.Value;
- var spawns = new List<EntityCoordinates>();
+ // TODO: Loot table or something
+ var pirateGear = _prototypeManager.Index<StartingGearPrototype>("PirateGear"); // YARRR
- // Forgive me for hardcoding prototypes
- foreach (var (_, meta, xform) in
- EntityQuery<SpawnPointComponent, MetaDataComponent, TransformComponent>(true))
- {
- if (meta.EntityPrototype?.ID != "SpawnPointPirates" || xform.ParentUid != pirates.PirateShip)
- continue;
+ var spawns = new List<EntityCoordinates>();
- spawns.Add(xform.Coordinates);
- }
+ // Forgive me for hardcoding prototypes
+ foreach (var (_, meta, xform) in EntityQuery<SpawnPointComponent, MetaDataComponent, TransformComponent>(true))
+ {
+ if (meta.EntityPrototype?.ID != "SpawnPointPirates" || xform.ParentUid != _pirateShip) continue;
- if (spawns.Count == 0)
- {
- spawns.Add(Transform(pirates.PirateShip).Coordinates);
- Logger.WarningS("pirates", $"Fell back to default spawn for pirates!");
- }
+ spawns.Add(xform.Coordinates);
+ }
- for (var i = 0; i < ops.Length; i++)
- {
- var sex = _random.Prob(0.5f) ? Sex.Male : Sex.Female;
- var gender = sex == Sex.Male ? Gender.Male : Gender.Female;
+ if (spawns.Count == 0)
+ {
+ spawns.Add(Transform(_pirateShip).Coordinates);
+ Logger.WarningS("pirates", $"Fell back to default spawn for pirates!");
+ }
- var name = _namingSystem.GetName("Human", gender);
+ for (var i = 0; i < ops.Length; i++)
+ {
+ var sex = _random.Prob(0.5f) ? Sex.Male : Sex.Female;
+ var gender = sex == Sex.Male ? Gender.Male : Gender.Female;
- var session = ops[i];
- var newMind = new Mind.Mind(session.UserId)
- {
- CharacterName = name
- };
- newMind.ChangeOwningPlayer(session.UserId);
+ var name = _namingSystem.GetName("Human", gender);
- var mob = Spawn("MobHuman", _random.Pick(spawns));
- MetaData(mob).EntityName = name;
+ var session = ops[i];
+ var newMind = new Mind.Mind(session.UserId)
+ {
+ CharacterName = name
+ };
+ newMind.ChangeOwningPlayer(session.UserId);
- newMind.TransferTo(mob);
- var profile = _prefs.GetPreferences(session.UserId).SelectedCharacter as HumanoidCharacterProfile;
- _stationSpawningSystem.EquipStartingGear(mob, pirateGear, profile);
+ var mob = Spawn("MobHuman", _random.Pick(spawns));
+ MetaData(mob).EntityName = name;
- pirates.Pirates.Add(newMind);
+ newMind.TransferTo(mob);
+ var profile = _prefs.GetPreferences(session.UserId).SelectedCharacter as HumanoidCharacterProfile;
+ _stationSpawningSystem.EquipStartingGear(mob, pirateGear, profile);
- GameTicker.PlayerJoinGame(session);
- }
+ _pirates.Add(newMind);
- pirates.InitialShipValue = _pricingSystem.AppraiseGrid(pirates.PirateShip, uid =>
- {
- pirates.InitialItems.Add(uid);
- return true;
- }); // Include the players in the appraisal.
+ GameTicker.PlayerJoinGame(session);
}
+
+ _initialShipValue = _pricingSystem.AppraiseGrid(_pirateShip, uid =>
+ {
+ _initialItems.Add(uid);
+ return true;
+ }); // Include the players in the appraisal.
}
//Forcing one player to be a pirate.
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
- var query = EntityQueryEnumerator<PiratesRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var pirates, out var gameRule))
- {
- if (!GameTicker.IsGameRuleActive(uid, gameRule))
- return;
+ if (!RuleAdded)
+ 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;
- }
+ 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();
- }
+ if (ev.Players.Length == 0)
+ {
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("nukeops-no-one-ready"));
+ ev.Cancel();
}
}
}
-using Content.Server.GameTicking.Rules.Components;
+using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.Sandbox;
namespace Content.Server.GameTicking.Rules;
-public sealed class SandboxRuleSystem : GameRuleSystem<SandboxRuleComponent>
+public sealed class SandboxRuleSystem : GameRuleSystem
{
[Dependency] private readonly SandboxSystem _sandbox = default!;
- protected override void Started(EntityUid uid, SandboxRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override string Prototype => "Sandbox";
+
+ public override void Started()
{
- base.Started(uid, component, gameRule, args);
_sandbox.IsSandboxEnabled = true;
}
- protected override void Ended(EntityUid uid, SandboxRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
+ public override void Ended()
{
- base.Ended(uid, component, gameRule, args);
_sandbox.IsSandboxEnabled = false;
}
}
+using System.Linq;
using Content.Server.GameTicking.Presets;
-using Content.Server.GameTicking.Rules.Components;
+using Content.Server.GameTicking.Rules.Configurations;
using Content.Shared.Random;
using Content.Shared.Random.Helpers;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Rules;
-public sealed class SecretRuleSystem : GameRuleSystem<SecretRuleComponent>
+public sealed class SecretRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
+ [Dependency] private readonly GameTicker _ticker = default!;
- protected override void Started(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override string Prototype => "Secret";
+
+ public override void Started()
{
- base.Started(uid, component, gameRule, args);
- PickRule(component);
+ PickRule();
}
- protected override void Ended(EntityUid uid, SecretRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
+ public override void Ended()
{
- base.Ended(uid, component, gameRule, args);
-
- foreach (var rule in component.AdditionalGameRules)
- {
- GameTicker.EndGameRule(rule);
- }
+ // Preset should already handle it.
}
- private void PickRule(SecretRuleComponent component)
+ private void PickRule()
{
// TODO: This doesn't consider what can't start due to minimum player count, but currently there's no way to know anyway.
// as they use cvars.
foreach (var rule in _prototypeManager.Index<GamePresetPrototype>(preset).Rules)
{
- GameTicker.StartGameRule(rule, out var ruleEnt);
- component.AdditionalGameRules.Add(ruleEnt);
+ _ticker.StartGameRule(_prototypeManager.Index<GameRulePrototype>(rule));
}
}
}
--- /dev/null
+using System.Linq;
+using System.Threading;
+using Content.Server.Chat.Managers;
+using Content.Server.GameTicking.Rules.Configurations;
+using Content.Server.Players;
+using Content.Server.Roles;
+using Content.Server.Station.Components;
+using Content.Server.Suspicion;
+using Content.Server.Suspicion.Roles;
+using Content.Server.Traitor.Uplink;
+using Content.Shared.CCVar;
+using Content.Shared.Doors.Systems;
+using Content.Shared.EntityList;
+using Content.Shared.GameTicking;
+using Content.Shared.Maps;
+using Content.Shared.Mobs.Components;
+using Content.Shared.Mobs.Systems;
+using Content.Shared.Roles;
+using Content.Shared.Suspicion;
+using Robust.Server.GameObjects;
+using Robust.Server.Player;
+using Robust.Shared.Audio;
+using Robust.Shared.Configuration;
+using Robust.Shared.Enums;
+using Robust.Shared.Map;
+using Robust.Shared.Map.Components;
+using Robust.Shared.Player;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Random;
+using Robust.Shared.Timing;
+using Robust.Shared.Utility;
+using Timer = Robust.Shared.Timing.Timer;
+
+namespace Content.Server.GameTicking.Rules;
+
+/// <summary>
+/// Simple GameRule that will do a TTT-like gamemode with traitors.
+/// </summary>
+public sealed class SuspicionRuleSystem : GameRuleSystem
+{
+ [Dependency] private readonly IMapManager _mapManager = default!;
+ [Dependency] private readonly IPlayerManager _playerManager = default!;
+ [Dependency] private readonly IChatManager _chatManager = default!;
+ [Dependency] private readonly IConfigurationManager _cfg = default!;
+ [Dependency] private readonly IGameTiming _timing = default!;
+ [Dependency] private readonly IRobustRandom _random = default!;
+ [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
+ [Dependency] private readonly MobStateSystem _mobStateSystem = default!;
+ [Dependency] private readonly ITileDefinitionManager _tileDefMan = default!;
+ [Dependency] private readonly SharedDoorSystem _doorSystem = default!;
+ [Dependency] private readonly EntityLookupSystem _lookupSystem = default!;
+ [Dependency] private readonly UplinkSystem _uplink = default!;
+
+ public override string Prototype => "Suspicion";
+
+ private static readonly TimeSpan DeadCheckDelay = TimeSpan.FromSeconds(1);
+
+ private readonly HashSet<SuspicionRoleComponent> _traitors = new();
+
+ public IReadOnlyCollection<SuspicionRoleComponent> Traitors => _traitors;
+
+ [DataField("addedSound")] private SoundSpecifier _addedSound = new SoundPathSpecifier("/Audio/Misc/tatoralert.ogg");
+
+ private CancellationTokenSource _checkTimerCancel = new();
+ private TimeSpan? _endTime;
+
+ public TimeSpan? EndTime
+ {
+ get => _endTime;
+ set
+ {
+ _endTime = value;
+ SendUpdateToAll();
+ }
+ }
+
+ public TimeSpan RoundMaxTime { get; set; } = TimeSpan.FromSeconds(CCVars.SuspicionMaxTimeSeconds.DefaultValue);
+ public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
+
+ private const string TraitorID = "SuspicionTraitor";
+ private const string InnocentID = "SuspicionInnocent";
+ private const string SuspicionLootTable = "SuspicionRule";
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent<RulePlayerJobsAssignedEvent>(OnPlayersAssigned);
+ SubscribeLocalEvent<RoundStartAttemptEvent>(OnRoundStartAttempt);
+ SubscribeLocalEvent<RefreshLateJoinAllowedEvent>(OnLateJoinRefresh);
+ SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
+
+ SubscribeLocalEvent<SuspicionRoleComponent, PlayerAttachedEvent>(OnPlayerAttached);
+ SubscribeLocalEvent<SuspicionRoleComponent, PlayerDetachedEvent>(OnPlayerDetached);
+ SubscribeLocalEvent<SuspicionRoleComponent, RoleAddedEvent>(OnRoleAdded);
+ SubscribeLocalEvent<SuspicionRoleComponent, RoleRemovedEvent>(OnRoleRemoved);
+ }
+
+ private void OnRoundStartAttempt(RoundStartAttemptEvent ev)
+ {
+ if (!RuleAdded)
+ return;
+
+ var minPlayers = _cfg.GetCVar(CCVars.SuspicionMinPlayers);
+
+ if (!ev.Forced && ev.Players.Length < minPlayers)
+ {
+ _chatManager.DispatchServerAnnouncement($"Not enough players readied up for the game! There were {ev.Players.Length} players readied up out of {minPlayers} needed.");
+ ev.Cancel();
+ return;
+ }
+
+ if (ev.Players.Length == 0)
+ {
+ _chatManager.DispatchServerAnnouncement("No players readied up! Can't start Suspicion.");
+ ev.Cancel();
+ }
+ }
+
+ private void OnPlayersAssigned(RulePlayerJobsAssignedEvent ev)
+ {
+ if (!RuleAdded)
+ return;
+
+ var minTraitors = _cfg.GetCVar(CCVars.SuspicionMinTraitors);
+ var playersPerTraitor = _cfg.GetCVar(CCVars.SuspicionPlayersPerTraitor);
+ var traitorStartingBalance = _cfg.GetCVar(CCVars.SuspicionStartingBalance);
+
+ var list = new List<IPlayerSession>(ev.Players);
+ var prefList = new List<IPlayerSession>();
+
+ foreach (var player in list)
+ {
+ if (!ev.Profiles.ContainsKey(player.UserId) || player.AttachedEntity is not {} attached)
+ {
+ continue;
+ }
+ prefList.Add(player);
+
+ attached.EnsureComponent<SuspicionRoleComponent>();
+ }
+
+ // Max is players-1 so there's always at least one innocent.
+ var numTraitors = MathHelper.Clamp(ev.Players.Length / playersPerTraitor,
+ minTraitors, ev.Players.Length-1);
+
+ var traitors = new List<SuspicionTraitorRole>();
+
+ for (var i = 0; i < numTraitors; i++)
+ {
+ IPlayerSession traitor;
+ if(prefList.Count == 0)
+ {
+ if (list.Count == 0)
+ {
+ Logger.InfoS("preset", "Insufficient ready players to fill up with traitors, stopping the selection.");
+ break;
+ }
+ traitor = _random.PickAndTake(list);
+ Logger.InfoS("preset", "Insufficient preferred traitors, picking at random.");
+ }
+ else
+ {
+ traitor = _random.PickAndTake(prefList);
+ list.Remove(traitor);
+ Logger.InfoS("preset", "Selected a preferred traitor.");
+ }
+ var mind = traitor.Data.ContentData()?.Mind;
+ var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorID);
+
+ DebugTools.AssertNotNull(mind?.OwnedEntity);
+
+ var traitorRole = new SuspicionTraitorRole(mind!, antagPrototype);
+ mind!.AddRole(traitorRole);
+ traitors.Add(traitorRole);
+
+ // try to place uplink
+ _uplink.AddUplink(mind.OwnedEntity!.Value, traitorStartingBalance);
+ }
+
+ foreach (var player in list)
+ {
+ var mind = player.Data.ContentData()?.Mind;
+ var antagPrototype = _prototypeManager.Index<AntagPrototype>(InnocentID);
+
+ DebugTools.AssertNotNull(mind);
+
+ mind!.AddRole(new SuspicionInnocentRole(mind, antagPrototype));
+ }
+
+ foreach (var traitor in traitors)
+ {
+ traitor.GreetSuspicion(traitors, _chatManager);
+ }
+ }
+
+ public override void Started()
+ {
+ _playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
+
+ RoundMaxTime = TimeSpan.FromSeconds(_cfg.GetCVar(CCVars.SuspicionMaxTimeSeconds));
+
+ EndTime = _timing.CurTime + RoundMaxTime;
+
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-added-announcement"));
+
+ var filter = Filter.Empty()
+ .AddWhere(session => ((IPlayerSession) session).ContentData()?.Mind?.HasRole<SuspicionTraitorRole>() ?? false);
+
+ SoundSystem.Play(_addedSound.GetSound(), filter, AudioParams.Default);
+
+ _doorSystem.AccessType = SharedDoorSystem.AccessTypes.AllowAllNoExternal;
+
+ var susLoot = _prototypeManager.Index<EntityLootTablePrototype>(SuspicionLootTable);
+
+ foreach (var (_, mapGrid) in EntityManager.EntityQuery<StationMemberComponent, MapGridComponent>(true))
+ {
+ // I'm so sorry.
+ var tiles = mapGrid.GetAllTiles().ToArray();
+ Logger.Info($"TILES: {tiles.Length}");
+
+ var spawn = susLoot.GetSpawns();
+ var count = spawn.Count;
+
+ // Try to scale spawned amount by station size...
+ if (tiles.Length < 1000)
+ {
+ count = Math.Min(count, tiles.Length / 10);
+
+ // Shuffle so we pick items at random.
+ _random.Shuffle(spawn);
+ }
+
+ for (var i = 0; i < count; i++)
+ {
+ var item = spawn[i];
+
+ // Maximum number of attempts for trying to find a suitable empty tile.
+ // We do this because we don't want to hang the server when a devious map has literally no free tiles.
+ const int maxTries = 100;
+
+ for (var j = 0; j < maxTries; j++)
+ {
+ var tile = _random.Pick(tiles);
+
+ // Let's not spawn things on top of walls.
+ if (tile.IsBlockedTurf(false, _lookupSystem) || tile.IsSpace(_tileDefMan))
+ continue;
+
+ var uid = Spawn(item, tile.GridPosition(_mapManager));
+
+ // Keep track of all suspicion-spawned weapons so we can clean them up once the rule ends.
+ EnsureComp<SuspicionItemComponent>(uid);
+ break;
+ }
+ }
+ }
+
+ _checkTimerCancel = new CancellationTokenSource();
+ Timer.SpawnRepeating(DeadCheckDelay, CheckWinConditions, _checkTimerCancel.Token);
+ }
+
+ public override void Ended()
+ {
+ _doorSystem.AccessType = SharedDoorSystem.AccessTypes.Id;
+ EndTime = null;
+ _traitors.Clear();
+
+ _playerManager.PlayerStatusChanged -= PlayerManagerOnPlayerStatusChanged;
+
+ // Clean up all items we spawned before...
+ foreach (var item in EntityManager.EntityQuery<SuspicionItemComponent>(true))
+ {
+ Del(item.Owner);
+ }
+
+ _checkTimerCancel.Cancel();
+ }
+
+ private void CheckWinConditions()
+ {
+ if (!RuleAdded || !_cfg.GetCVar(CCVars.GameLobbyEnableWin))
+ return;
+
+ var traitorsAlive = 0;
+ var innocentsAlive = 0;
+
+ foreach (var playerSession in _playerManager.ServerSessions)
+ {
+ if (playerSession.AttachedEntity is not {Valid: true} playerEntity
+ || !TryComp(playerEntity, out MobStateComponent? mobState)
+ || !HasComp<SuspicionRoleComponent>(playerEntity))
+ {
+ continue;
+ }
+
+ if (!_mobStateSystem.IsAlive(playerEntity, mobState))
+ {
+ continue;
+ }
+
+ var mind = playerSession.ContentData()?.Mind;
+
+ if (mind != null && mind.HasRole<SuspicionTraitorRole>())
+ traitorsAlive++;
+ else
+ innocentsAlive++;
+ }
+
+ if (innocentsAlive + traitorsAlive == 0)
+ {
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-check-winner-stalemate"));
+ EndRound(Victory.Stalemate);
+ }
+
+ else if (traitorsAlive == 0)
+ {
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-check-winner-station-win"));
+ EndRound(Victory.Innocents);
+ }
+ else if (innocentsAlive == 0)
+ {
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-check-winner-traitor-win"));
+ EndRound(Victory.Traitors);
+ }
+ else if (_timing.CurTime > _endTime)
+ {
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-suspicion-traitor-time-has-run-out"));
+ EndRound(Victory.Innocents);
+ }
+ }
+
+ private enum Victory
+ {
+ Stalemate,
+ Innocents,
+ Traitors
+ }
+
+ private void EndRound(Victory victory)
+ {
+ string text;
+
+ switch (victory)
+ {
+ case Victory.Innocents:
+ text = Loc.GetString("rule-suspicion-end-round-innocents-victory");
+ break;
+ case Victory.Traitors:
+ text = Loc.GetString("rule-suspicion-end-round-traitors-victory");
+ break;
+ default:
+ text = Loc.GetString("rule-suspicion-end-round-nobody-victory");
+ break;
+ }
+
+ GameTicker.EndRound(text);
+
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds", (int) RoundEndDelay.TotalSeconds)));
+ _checkTimerCancel.Cancel();
+
+ Timer.Spawn(RoundEndDelay, () => GameTicker.RestartRound());
+ }
+
+ private void PlayerManagerOnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
+ {
+ if (e.NewStatus == SessionStatus.InGame)
+ {
+ SendUpdateTimerMessage(e.Session);
+ }
+ }
+
+ private void SendUpdateToAll()
+ {
+ foreach (var player in _playerManager.ServerSessions.Where(p => p.Status == SessionStatus.InGame))
+ {
+ SendUpdateTimerMessage(player);
+ }
+ }
+
+ private void SendUpdateTimerMessage(IPlayerSession player)
+ {
+ var msg = new SuspicionMessages.SetSuspicionEndTimerMessage
+ {
+ EndTime = EndTime
+ };
+
+ EntityManager.EntityNetManager?.SendSystemNetworkMessage(msg, player.ConnectedClient);
+ }
+
+ public void AddTraitor(SuspicionRoleComponent role)
+ {
+ if (!_traitors.Add(role))
+ {
+ return;
+ }
+
+ foreach (var traitor in _traitors)
+ {
+ traitor.AddAlly(role);
+ }
+
+ role.SetAllies(_traitors);
+ }
+
+ public void RemoveTraitor(SuspicionRoleComponent role)
+ {
+ if (!_traitors.Remove(role))
+ {
+ return;
+ }
+
+ foreach (var traitor in _traitors)
+ {
+ traitor.RemoveAlly(role);
+ }
+
+ role.ClearAllies();
+ }
+
+ private void Reset(RoundRestartCleanupEvent ev)
+ {
+ EndTime = null;
+ _traitors.Clear();
+ }
+
+ private void OnPlayerDetached(EntityUid uid, SuspicionRoleComponent component, PlayerDetachedEvent args)
+ {
+ component.SyncRoles();
+ }
+
+ private void OnPlayerAttached(EntityUid uid, SuspicionRoleComponent component, PlayerAttachedEvent args)
+ {
+ component.SyncRoles();
+ }
+
+ private void OnRoleAdded(EntityUid uid, SuspicionRoleComponent component, RoleAddedEvent args)
+ {
+ if (args.Role is not SuspicionRole role) return;
+ component.Role = role;
+ }
+
+ private void OnRoleRemoved(EntityUid uid, SuspicionRoleComponent component, RoleRemovedEvent args)
+ {
+ if (args.Role is not SuspicionRole) return;
+ component.Role = null;
+ }
+
+ private void OnLateJoinRefresh(RefreshLateJoinAllowedEvent ev)
+ {
+ if (!RuleAdded)
+ return;
+
+ ev.Disallow();
+ }
+}
--- /dev/null
+using System.Linq;
+using Content.Server.Atmos.EntitySystems;
+using Content.Server.Chat.Managers;
+using Content.Server.PDA;
+using Content.Server.Players;
+using Content.Server.Spawners.Components;
+using Content.Server.Store.Components;
+using Content.Server.Traitor;
+using Content.Server.Traitor.Uplink;
+using Content.Server.TraitorDeathMatch.Components;
+using Content.Shared.CCVar;
+using Content.Shared.Damage;
+using Content.Shared.Damage.Prototypes;
+using Content.Shared.Hands.Components;
+using Content.Shared.Inventory;
+using Content.Shared.Mobs.Components;
+using Content.Shared.Mobs.Systems;
+using Content.Shared.PDA;
+using Content.Shared.Roles;
+using Robust.Server.GameObjects;
+using Robust.Server.Player;
+using Robust.Shared.Configuration;
+using Robust.Shared.Map;
+using Robust.Shared.Prototypes;
+using Robust.Shared.Random;
+
+namespace Content.Server.GameTicking.Rules;
+
+public sealed class TraitorDeathMatchRuleSystem : GameRuleSystem
+{
+ [Dependency] private readonly IConfigurationManager _cfg = default!;
+ [Dependency] private readonly IPlayerManager _playerManager = default!;
+ [Dependency] private readonly IChatManager _chatManager = default!;
+ [Dependency] private readonly IRobustRandom _robustRandom = default!;
+ [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
+ [Dependency] private readonly MaxTimeRestartRuleSystem _restarter = default!;
+ [Dependency] private readonly InventorySystem _inventory = default!;
+ [Dependency] private readonly MobStateSystem _mobStateSystem = default!;
+ [Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
+ [Dependency] private readonly TransformSystem _transformSystem = default!;
+ [Dependency] private readonly UplinkSystem _uplink = default!;
+
+ public override string Prototype => "TraitorDeathMatch";
+
+ public string PDAPrototypeName => "CaptainPDA";
+ public string BeltPrototypeName => "ClothingBeltJanitorFilled";
+ public string BackpackPrototypeName => "ClothingBackpackFilled";
+
+ private bool _safeToEndRound = false;
+
+ private readonly Dictionary<EntityUid, string> _allOriginalNames = new();
+
+ private const string TraitorPrototypeID = "Traitor";
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
+ SubscribeLocalEvent<PlayerSpawnCompleteEvent>(OnPlayerSpawned);
+ SubscribeLocalEvent<GhostAttemptHandleEvent>(OnGhostAttempt);
+ }
+
+ private void OnPlayerSpawned(PlayerSpawnCompleteEvent ev)
+ {
+ if (!RuleAdded)
+ return;
+
+ var session = ev.Player;
+ var startingBalance = _cfg.GetCVar(CCVars.TraitorDeathMatchStartingBalance);
+
+ // Yup, they're a traitor
+ var mind = session.Data.ContentData()?.Mind;
+ if (mind == null)
+ {
+ Logger.ErrorS("preset", "Failed getting mind for TDM player.");
+ return;
+ }
+
+ var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorPrototypeID);
+ var traitorRole = new TraitorRole(mind, antagPrototype);
+ mind.AddRole(traitorRole);
+
+ // Delete anything that may contain "dangerous" role-specific items.
+ // (This includes the PDA, as everybody gets the captain PDA in this mode for true-all-access reasons.)
+ if (mind.OwnedEntity is {Valid: true} owned)
+ {
+ var victimSlots = new[] {"id", "belt", "back"};
+ foreach (var slot in victimSlots)
+ {
+ if(_inventory.TryUnequip(owned, slot, out var entityUid, true, true))
+ Del(entityUid.Value);
+ }
+
+ // Replace their items:
+
+ var ownedCoords = Transform(owned).Coordinates;
+
+ // pda
+ var newPDA = Spawn(PDAPrototypeName, ownedCoords);
+ _inventory.TryEquip(owned, newPDA, "id", true);
+
+ // belt
+ var newTmp = Spawn(BeltPrototypeName, ownedCoords);
+ _inventory.TryEquip(owned, newTmp, "belt", true);
+
+ // backpack
+ newTmp = Spawn(BackpackPrototypeName, ownedCoords);
+ _inventory.TryEquip(owned, newTmp, "back", true);
+
+ if (!_uplink.AddUplink(owned, startingBalance))
+ return;
+
+ _allOriginalNames[owned] = Name(owned);
+
+ // The PDA needs to be marked with the correct owner.
+ var pda = Comp<PDAComponent>(newPDA);
+ EntityManager.EntitySysManager.GetEntitySystem<PDASystem>().SetOwner(pda, Name(owned));
+ EntityManager.AddComponent<TraitorDeathMatchReliableOwnerTagComponent>(newPDA).UserId = mind.UserId;
+ }
+
+ // Finally, it would be preferable if they spawned as far away from other players as reasonably possible.
+ if (mind.OwnedEntity != null && FindAnyIsolatedSpawnLocation(mind, out var bestTarget))
+ {
+ Transform(mind.OwnedEntity.Value).Coordinates = bestTarget;
+ }
+ else
+ {
+ // The station is too drained of air to safely continue.
+ if (_safeToEndRound)
+ {
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-death-match-station-is-too-unsafe-announcement"));
+ _restarter.RoundMaxTime = TimeSpan.FromMinutes(1);
+ _restarter.RestartTimer();
+ _safeToEndRound = false;
+ }
+ }
+ }
+
+ private void OnGhostAttempt(GhostAttemptHandleEvent ev)
+ {
+ if (!RuleAdded || ev.Handled)
+ return;
+
+ ev.Handled = true;
+
+ var mind = ev.Mind;
+
+ if (mind.OwnedEntity is {Valid: true} entity && TryComp(entity, out MobStateComponent? mobState))
+ {
+ if (_mobStateSystem.IsCritical(entity, mobState))
+ {
+ // TODO BODY SYSTEM KILL
+ var damage = new DamageSpecifier(_prototypeManager.Index<DamageTypePrototype>("Asphyxiation"), 100);
+ Get<DamageableSystem>().TryChangeDamage(entity, damage, true);
+ }
+ else if (!_mobStateSystem.IsDead(entity,mobState))
+ {
+ if (HasComp<HandsComponent>(entity))
+ {
+ ev.Result = false;
+ return;
+ }
+ }
+ }
+ var session = mind.Session;
+ if (session == null)
+ {
+ ev.Result = false;
+ return;
+ }
+
+ GameTicker.Respawn(session);
+ ev.Result = true;
+ }
+
+ private void OnRoundEndText(RoundEndTextAppendEvent ev)
+ {
+ if (!RuleAdded)
+ return;
+
+ var lines = new List<string>();
+ lines.Add(Loc.GetString("traitor-death-match-end-round-description-first-line"));
+
+ foreach (var uplink in EntityManager.EntityQuery<StoreComponent>(true))
+ {
+ var owner = uplink.AccountOwner;
+ if (owner != null && _allOriginalNames.ContainsKey(owner.Value))
+ {
+ var tcbalance = _uplink.GetTCBalance(uplink);
+
+ lines.Add(Loc.GetString("traitor-death-match-end-round-description-entry",
+ ("originalName", _allOriginalNames[owner.Value]),
+ ("tcBalance", tcbalance)));
+ }
+ }
+
+ ev.AddLine(string.Join('\n', lines));
+ }
+
+ public override void Started()
+ {
+ _restarter.RoundMaxTime = TimeSpan.FromMinutes(30);
+ _restarter.RestartTimer();
+ _safeToEndRound = true;
+ }
+
+ public override void Ended()
+ {
+ }
+
+ // It would be nice if this function were moved to some generic helpers class.
+ private bool FindAnyIsolatedSpawnLocation(Mind.Mind ignoreMe, out EntityCoordinates bestTarget)
+ {
+ // Collate people to avoid...
+ var existingPlayerPoints = new List<EntityCoordinates>();
+ foreach (var player in _playerManager.ServerSessions)
+ {
+ var avoidMeMind = player.Data.ContentData()?.Mind;
+ if ((avoidMeMind == null) || (avoidMeMind == ignoreMe))
+ continue;
+ var avoidMeEntity = avoidMeMind.OwnedEntity;
+ if (avoidMeEntity == null)
+ continue;
+ if (TryComp(avoidMeEntity.Value, out MobStateComponent? mobState))
+ {
+ // Does have mob state component; if critical or dead, they don't really matter for spawn checks
+ if (_mobStateSystem.IsCritical(avoidMeEntity.Value, mobState) || _mobStateSystem.IsDead(avoidMeEntity.Value, mobState))
+ continue;
+ }
+ else
+ {
+ // Doesn't have mob state component. Assume something interesting is going on and don't count this as someone to avoid.
+ continue;
+ }
+ existingPlayerPoints.Add(Transform(avoidMeEntity.Value).Coordinates);
+ }
+
+ // Iterate over each possible spawn point, comparing to the existing player points.
+ // On failure, the returned target is the location that we're already at.
+ var bestTargetDistanceFromNearest = -1.0f;
+ // Need the random shuffle or it stuffs the first person into Atmospherics pretty reliably
+ var ents = EntityManager.EntityQuery<SpawnPointComponent>().Select(x => x.Owner).ToList();
+ _robustRandom.Shuffle(ents);
+ var foundATarget = false;
+ bestTarget = EntityCoordinates.Invalid;
+
+ foreach (var entity in ents)
+ {
+ var transform = Transform(entity);
+
+ if (transform.GridUid == null || transform.MapUid == null)
+ continue;
+
+ var position = _transformSystem.GetGridOrMapTilePosition(entity, transform);
+
+ if (!_atmosphereSystem.IsTileMixtureProbablySafe(transform.GridUid.Value, transform.MapUid.Value, position))
+ continue;
+
+ var distanceFromNearest = float.PositiveInfinity;
+ foreach (var existing in existingPlayerPoints)
+ {
+ if (Transform(entity).Coordinates.TryDistance(EntityManager, existing, out var dist))
+ distanceFromNearest = Math.Min(distanceFromNearest, dist);
+ }
+ if (bestTargetDistanceFromNearest < distanceFromNearest)
+ {
+ bestTarget = Transform(entity).Coordinates;
+ bestTargetDistanceFromNearest = distanceFromNearest;
+ foundATarget = true;
+ }
+ }
+ return foundATarget;
+ }
+
+}
using System.Linq;
using Content.Server.Chat.Managers;
-using Content.Server.GameTicking.Rules.Components;
using Content.Server.NPC.Systems;
using Content.Server.Objectives.Interfaces;
using Content.Server.PDA.Ringer;
namespace Content.Server.GameTicking.Rules;
-public sealed class TraitorRuleSystem : GameRuleSystem<TraitorRuleComponent>
+public sealed class TraitorRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IObjectivesManager _objectivesManager = default!;
[Dependency] private readonly IChatManager _chatManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
+ [Dependency] private readonly GameTicker _gameTicker = default!;
[Dependency] private readonly FactionSystem _faction = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly UplinkSystem _uplink = default!;
private ISawmill _sawmill = default!;
- private int PlayersPerTraitor => _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
- private int MaxTraitors => _cfg.GetCVar(CCVars.TraitorMaxTraitors);
+ public override string Prototype => "Traitor";
+
+ private readonly SoundSpecifier _addedSound = new SoundPathSpecifier("/Audio/Misc/tatoralert.ogg");
+ public List<TraitorRole> Traitors = new();
+
+ private const string TraitorPrototypeID = "Traitor";
+ private const string TraitorUplinkPresetId = "StorePresetUplink";
+
+ public int TotalTraitors => Traitors.Count;
+ public string[] Codewords = new string[3];
+
+ private int _playersPerTraitor => _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor);
+ private int _maxTraitors => _cfg.GetCVar(CCVars.TraitorMaxTraitors);
+
+ public enum SelectionState
+ {
+ WaitingForSpawn = 0,
+ ReadyToSelect = 1,
+ SelectionMade = 2,
+ }
+
+ public SelectionState SelectionStatus = SelectionState.WaitingForSpawn;
+ private TimeSpan _announceAt = TimeSpan.Zero;
+ private Dictionary<IPlayerSession, HumanoidCharacterProfile> _startCandidates = new();
public override void Initialize()
{
SubscribeLocalEvent<RoundEndTextAppendEvent>(OnRoundEndText);
}
- protected override void ActiveTick(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, float frameTime)
+ public override void Update(float frameTime)
{
- base.ActiveTick(uid, component, gameRule, frameTime);
+ base.Update(frameTime);
- if (component.SelectionStatus == TraitorRuleComponent.SelectionState.ReadyToSelect && _gameTiming.CurTime > component.AnnounceAt)
- DoTraitorStart(component);
+ if (SelectionStatus == SelectionState.ReadyToSelect && _gameTiming.CurTime >= _announceAt)
+ DoTraitorStart();
}
- private void OnStartAttempt(RoundStartAttemptEvent ev)
+ public override void Started(){}
+
+ public override void Ended()
{
- var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var traitor, out var gameRule))
- {
- if (!GameTicker.IsGameRuleAdded(uid, gameRule))
- continue;
+ Traitors.Clear();
+ _startCandidates.Clear();
+ SelectionStatus = SelectionState.WaitingForSpawn;
+ }
- MakeCodewords(traitor);
+ private void OnStartAttempt(RoundStartAttemptEvent ev)
+ {
+ MakeCodewords();
+ if (!RuleAdded)
+ return;
- var minPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
- if (!ev.Forced && ev.Players.Length < minPlayers)
- {
- _chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-not-enough-ready-players",
- ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
- ev.Cancel();
- continue;
- }
+ var minPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers);
+ if (!ev.Forced && ev.Players.Length < minPlayers)
+ {
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
+ ev.Cancel();
+ return;
+ }
- if (ev.Players.Length == 0)
- {
- _chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-no-one-ready"));
- ev.Cancel();
- }
+ if (ev.Players.Length == 0)
+ {
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("traitor-no-one-ready"));
+ ev.Cancel();
}
}
- private void MakeCodewords(TraitorRuleComponent component)
+ private void MakeCodewords()
{
var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
var adjectives = _prototypeManager.Index<DatasetPrototype>("adjectives").Values;
var verbs = _prototypeManager.Index<DatasetPrototype>("verbs").Values;
var codewordPool = adjectives.Concat(verbs).ToList();
var finalCodewordCount = Math.Min(codewordCount, codewordPool.Count);
- component.Codewords = new string[finalCodewordCount];
+ Codewords = new string[finalCodewordCount];
for (var i = 0; i < finalCodewordCount; i++)
{
- component.Codewords[i] = _random.PickAndTake(codewordPool);
+ Codewords[i] = _random.PickAndTake(codewordPool);
}
}
- private void DoTraitorStart(TraitorRuleComponent component)
+ private void DoTraitorStart()
{
- if (!component.StartCandidates.Any())
+ if (!_startCandidates.Any())
{
_sawmill.Error("Tried to start Traitor mode without any candidates.");
return;
}
- var numTraitors = MathHelper.Clamp(component.StartCandidates.Count / PlayersPerTraitor, 1, MaxTraitors);
- var traitorPool = FindPotentialTraitors(component.StartCandidates, component);
+ var numTraitors = MathHelper.Clamp(_startCandidates.Count / _playersPerTraitor, 1, _maxTraitors);
+ var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount);
+
+ var traitorPool = FindPotentialTraitors(_startCandidates);
var selectedTraitors = PickTraitors(numTraitors, traitorPool);
foreach (var traitor in selectedTraitors)
- {
MakeTraitor(traitor);
- }
- component.SelectionStatus = TraitorRuleComponent.SelectionState.SelectionMade;
+ SelectionStatus = SelectionState.SelectionMade;
}
private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev)
{
- var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var traitor, out var gameRule))
+ if (!RuleAdded)
+ return;
+
+ foreach (var player in ev.Players)
{
- if (!GameTicker.IsGameRuleAdded(uid, gameRule))
+ if (!ev.Profiles.ContainsKey(player.UserId))
continue;
- foreach (var player in ev.Players)
- {
- if (!ev.Profiles.ContainsKey(player.UserId))
- continue;
- traitor.StartCandidates[player] = ev.Profiles[player.UserId];
- }
+ _startCandidates[player] = ev.Profiles[player.UserId];
+ }
- var delay = TimeSpan.FromSeconds(
- _cfg.GetCVar(CCVars.TraitorStartDelay) +
- _random.NextFloat(0f, _cfg.GetCVar(CCVars.TraitorStartDelayVariance)));
+ var delay = TimeSpan.FromSeconds(
+ _cfg.GetCVar(CCVars.TraitorStartDelay) +
+ _random.NextFloat(0f, _cfg.GetCVar(CCVars.TraitorStartDelayVariance)));
- traitor.AnnounceAt = _gameTiming.CurTime + delay;
+ _announceAt = _gameTiming.CurTime + delay;
- traitor.SelectionStatus = TraitorRuleComponent.SelectionState.ReadyToSelect;
- }
+ SelectionStatus = SelectionState.ReadyToSelect;
}
- public List<IPlayerSession> FindPotentialTraitors(in Dictionary<IPlayerSession, HumanoidCharacterProfile> candidates, TraitorRuleComponent component)
+ public List<IPlayerSession> FindPotentialTraitors(in Dictionary<IPlayerSession, HumanoidCharacterProfile> candidates)
{
var list = new List<IPlayerSession>();
var pendingQuery = GetEntityQuery<PendingClockInComponent>();
foreach (var player in list)
{
var profile = candidates[player];
- if (profile.AntagPreferences.Contains(component.TraitorPrototypeId))
+ if (profile.AntagPreferences.Contains(TraitorPrototypeID))
{
prefList.Add(player);
}
public bool MakeTraitor(IPlayerSession traitor)
{
- var traitorRule = EntityQuery<TraitorRuleComponent>().FirstOrDefault();
- if (traitorRule == null)
- {
- //todo fuck me this shit is awful
- GameTicker.StartGameRule("traitor", out var ruleEntity);
- traitorRule = EntityManager.GetComponent<TraitorRuleComponent>(ruleEntity);
- }
-
var mind = traitor.Data.ContentData()?.Mind;
if (mind == null)
{
if (pda == null || !_uplink.AddUplink(mind.OwnedEntity.Value, startingBalance))
return false;
-
// add the ringtone uplink and get its code for greeting
var code = AddComp<RingerUplinkComponent>(pda.Value).Code;
- var antagPrototype = _prototypeManager.Index<AntagPrototype>(traitorRule.TraitorPrototypeId);
+ var antagPrototype = _prototypeManager.Index<AntagPrototype>(TraitorPrototypeID);
var traitorRole = new TraitorRole(mind, antagPrototype);
mind.AddRole(traitorRole);
- traitorRule.Traitors.Add(traitorRole);
- traitorRole.GreetTraitor(traitorRule.Codewords, code);
+ Traitors.Add(traitorRole);
+ traitorRole.GreetTraitor(Codewords, code);
_faction.RemoveFaction(entity, "NanoTrasen", false);
_faction.AddFaction(entity, "Syndicate");
}
//give traitors their codewords and uplink code to keep in their character info menu
- traitorRole.Mind.Briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", traitorRule.Codewords)))
+ traitorRole.Mind.Briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", Codewords)))
+ "\n" + Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("", code)));
- _audioSystem.PlayGlobal(traitorRule.AddedSound, Filter.Empty().AddPlayer(traitor), false, AudioParams.Default);
+ _audioSystem.PlayGlobal(_addedSound, Filter.Empty().AddPlayer(traitor), false, AudioParams.Default);
return true;
}
private void HandleLatejoin(PlayerSpawnCompleteEvent ev)
{
- var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var traitor, out var gameRule))
- {
- if (!GameTicker.IsGameRuleAdded(uid, gameRule))
- continue;
-
- if (traitor.TotalTraitors >= MaxTraitors)
- continue;
- if (!ev.LateJoin)
- continue;
- if (!ev.Profile.AntagPreferences.Contains(traitor.TraitorPrototypeId))
- continue;
+ if (!RuleAdded)
+ return;
+ if (TotalTraitors >= _maxTraitors)
+ return;
+ if (!ev.LateJoin)
+ return;
+ if (!ev.Profile.AntagPreferences.Contains(TraitorPrototypeID))
+ return;
- if (ev.JobId == null || !_prototypeManager.TryIndex<JobPrototype>(ev.JobId, out var job))
- continue;
- if (!job.CanBeAntag)
- continue;
+ if (ev.JobId == null || !_prototypeManager.TryIndex<JobPrototype>(ev.JobId, out var job))
+ return;
- // Before the announcement is made, late-joiners are considered the same as players who readied.
- if (traitor.SelectionStatus < TraitorRuleComponent.SelectionState.SelectionMade)
- {
- traitor.StartCandidates[ev.Player] = ev.Profile;
- continue;
- }
+ if (!job.CanBeAntag)
+ return;
- // the nth player we adjust our probabilities around
- var target = PlayersPerTraitor * traitor.TotalTraitors + 1;
+ // Before the announcement is made, late-joiners are considered the same as players who readied.
+ if (SelectionStatus < SelectionState.SelectionMade)
+ {
+ _startCandidates[ev.Player] = ev.Profile;
+ return;
+ }
- var chance = 1f / PlayersPerTraitor;
+ // the nth player we adjust our probabilities around
+ int target = ((_playersPerTraitor * TotalTraitors) + 1);
- // If we have too many traitors, divide by how many players below target for next traitor we are.
- if (ev.JoinOrder < target)
- {
- chance /= (target - ev.JoinOrder);
- }
- else // Tick up towards 100% chance.
- {
- chance *= ((ev.JoinOrder + 1) - target);
- }
+ float chance = (1f / _playersPerTraitor);
- if (chance > 1)
- chance = 1;
+ // If we have too many traitors, divide by how many players below target for next traitor we are.
+ if (ev.JoinOrder < target)
+ {
+ chance /= (target - ev.JoinOrder);
+ } else // Tick up towards 100% chance.
+ {
+ chance *= ((ev.JoinOrder + 1) - target);
+ }
+ if (chance > 1)
+ chance = 1;
- // Now that we've calculated our chance, roll and make them a traitor if we roll under.
- // You get one shot.
- if (_random.Prob(chance))
- {
- MakeTraitor(ev.Player);
- }
+ // Now that we've calculated our chance, roll and make them a traitor if we roll under.
+ // You get one shot.
+ if (_random.Prob(chance))
+ {
+ MakeTraitor(ev.Player);
}
}
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
- var query = EntityQueryEnumerator<TraitorRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var traitor, out var gameRule))
- {
- if (!GameTicker.IsGameRuleAdded(uid, gameRule))
- continue;
-
- var result = Loc.GetString("traitor-round-end-result", ("traitorCount", traitor.Traitors.Count));
+ if (!RuleAdded)
+ return;
- result += "\n" + Loc.GetString("traitor-round-end-codewords", ("codewords", string.Join(", ", traitor.Codewords))) +
- "\n";
+ var result = Loc.GetString("traitor-round-end-result", ("traitorCount", Traitors.Count));
- foreach (var t in traitor.Traitors)
- {
- var name = t.Mind.CharacterName;
- t.Mind.TryGetSession(out var session);
- var username = session?.Name;
+ result += "\n" + Loc.GetString("traitor-round-end-codewords", ("codewords", string.Join(", ", Codewords))) + "\n";
- var objectives = t.Mind.AllObjectives.ToArray();
- if (objectives.Length == 0)
- {
- if (username != null)
- {
- if (name == null)
- result += "\n" + Loc.GetString("traitor-user-was-a-traitor", ("user", username));
- else
- result += "\n" + Loc.GetString("traitor-user-was-a-traitor-named", ("user", username),
- ("name", name));
- }
- else if (name != null)
- result += "\n" + Loc.GetString("traitor-was-a-traitor-named", ("name", name));
-
- continue;
- }
+ foreach (var traitor in Traitors)
+ {
+ var name = traitor.Mind.CharacterName;
+ traitor.Mind.TryGetSession(out var session);
+ var username = session?.Name;
+ var objectives = traitor.Mind.AllObjectives.ToArray();
+ if (objectives.Length == 0)
+ {
if (username != null)
{
if (name == null)
- result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives",
- ("user", username));
+ result += "\n" + Loc.GetString("traitor-user-was-a-traitor", ("user", username));
else
- result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives-named",
- ("user", username), ("name", name));
+ result += "\n" + Loc.GetString("traitor-user-was-a-traitor-named", ("user", username), ("name", name));
}
else if (name != null)
- result += "\n" + Loc.GetString("traitor-was-a-traitor-with-objectives-named", ("name", name));
+ result += "\n" + Loc.GetString("traitor-was-a-traitor-named", ("name", name));
- foreach (var objectiveGroup in objectives.GroupBy(o => o.Prototype.Issuer))
- {
- result += "\n" + Loc.GetString($"preset-traitor-objective-issuer-{objectiveGroup.Key}");
+ continue;
+ }
+
+ if (username != null)
+ {
+ if (name == null)
+ result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives", ("user", username));
+ else
+ result += "\n" + Loc.GetString("traitor-user-was-a-traitor-with-objectives-named", ("user", username), ("name", name));
+ }
+ else if (name != null)
+ result += "\n" + Loc.GetString("traitor-was-a-traitor-with-objectives-named", ("name", name));
+
+ foreach (var objectiveGroup in objectives.GroupBy(o => o.Prototype.Issuer))
+ {
+ result += "\n" + Loc.GetString($"preset-traitor-objective-issuer-{objectiveGroup.Key}");
- foreach (var objective in objectiveGroup)
+ foreach (var objective in objectiveGroup)
+ {
+ foreach (var condition in objective.Conditions)
{
- foreach (var condition in objective.Conditions)
+ var progress = condition.Progress;
+ if (progress > 0.99f)
+ {
+ result += "\n- " + Loc.GetString(
+ "traitor-objective-condition-success",
+ ("condition", condition.Title),
+ ("markupColor", "green")
+ );
+ }
+ else
{
- var progress = condition.Progress;
- if (progress > 0.99f)
- {
- result += "\n- " + Loc.GetString(
- "traitor-objective-condition-success",
- ("condition", condition.Title),
- ("markupColor", "green")
- );
- }
- else
- {
- result += "\n- " + Loc.GetString(
- "traitor-objective-condition-fail",
- ("condition", condition.Title),
- ("progress", (int) (progress * 100)),
- ("markupColor", "red")
- );
- }
+ result += "\n- " + Loc.GetString(
+ "traitor-objective-condition-fail",
+ ("condition", condition.Title),
+ ("progress", (int) (progress * 100)),
+ ("markupColor", "red")
+ );
}
}
}
}
-
- ev.AddLine(result);
}
+ ev.AddLine(result);
}
- public List<TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind)
+ public IEnumerable<TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind)
{
- List<TraitorRole> allTraitors = new();
- foreach (var traitor in EntityQuery<TraitorRuleComponent>())
- {
- foreach (var role in GetOtherTraitorsAliveAndConnected(ourMind, traitor))
- {
- if (!allTraitors.Contains(role))
- allTraitors.Add(role);
- }
- }
+ var traitors = Traitors;
+ List<TraitorRole> removeList = new();
- return allTraitors;
- }
-
- public List<TraitorRole> GetOtherTraitorsAliveAndConnected(Mind.Mind ourMind, TraitorRuleComponent component)
- {
- return component.Traitors // don't want
+ return Traitors // don't want
+ .Where(t => t.Mind is not null) // no mind
.Where(t => t.Mind.OwnedEntity is not null) // no entity
.Where(t => t.Mind.Session is not null) // player disconnected
.Where(t => t.Mind != ourMind) // ourselves
.Where(t => _mobStateSystem.IsAlive((EntityUid) t.Mind.OwnedEntity!)) // dead
- .Where(t => t.Mind.CurrentEntity == t.Mind.OwnedEntity).ToList(); // not in original body
+ .Where(t => t.Mind.CurrentEntity == t.Mind.OwnedEntity); // not in original body
}
}
using Content.Server.Chat.Managers;
using Content.Server.Disease;
using Content.Server.Disease.Components;
-using Content.Server.GameTicking.Rules.Components;
+using Content.Server.Humanoid;
using Content.Server.Mind.Components;
using Content.Server.Players;
using Content.Server.Popups;
namespace Content.Server.GameTicking.Rules;
-public sealed class ZombieRuleSystem : GameRuleSystem<ZombieRuleComponent>
+public sealed class ZombieRuleSystem : GameRuleSystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly ZombifyOnDeathSystem _zombify = default!;
+ private Dictionary<string, string> _initialInfectedNames = new();
+
+ public override string Prototype => "Zombie";
+
+ private const string PatientZeroPrototypeID = "InitialInfected";
+ private const string InitialZombieVirusPrototype = "PassiveZombieVirus";
+ private const string ZombifySelfActionPrototype = "TurnUndead";
+
public override void Initialize()
{
base.Initialize();
private void OnRoundEndText(RoundEndTextAppendEvent ev)
{
- foreach (var zombie in EntityQuery<ZombieRuleComponent>())
- {
- //this is just the general condition thing used for determining the win/lose text
- var percent = GetInfectedPercentage(out var livingHumans);
-
- if (percent <= 0)
- ev.AddLine(Loc.GetString("zombie-round-end-amount-none"));
- else if (percent <= 0.25)
- ev.AddLine(Loc.GetString("zombie-round-end-amount-low"));
- else if (percent <= 0.5)
- ev.AddLine(Loc.GetString("zombie-round-end-amount-medium", ("percent", Math.Round((percent * 100), 2).ToString(CultureInfo.InvariantCulture))));
- else if (percent < 1)
- ev.AddLine(Loc.GetString("zombie-round-end-amount-high", ("percent", Math.Round((percent * 100), 2).ToString(CultureInfo.InvariantCulture))));
- else
- ev.AddLine(Loc.GetString("zombie-round-end-amount-all"));
+ if (!RuleAdded)
+ return;
- ev.AddLine(Loc.GetString("zombie-round-end-initial-count", ("initialCount", zombie.InitialInfectedNames.Count)));
- foreach (var player in zombie.InitialInfectedNames)
- {
- ev.AddLine(Loc.GetString("zombie-round-end-user-was-initial",
- ("name", player.Key),
- ("username", player.Value)));
- }
+ //this is just the general condition thing used for determining the win/lose text
+ var percent = GetInfectedPercentage(out var livingHumans);
+
+ if (percent <= 0)
+ ev.AddLine(Loc.GetString("zombie-round-end-amount-none"));
+ else if (percent <= 0.25)
+ ev.AddLine(Loc.GetString("zombie-round-end-amount-low"));
+ else if (percent <= 0.5)
+ ev.AddLine(Loc.GetString("zombie-round-end-amount-medium", ("percent", Math.Round((percent * 100), 2).ToString(CultureInfo.InvariantCulture))));
+ else if (percent < 1)
+ ev.AddLine(Loc.GetString("zombie-round-end-amount-high", ("percent", Math.Round((percent * 100), 2).ToString(CultureInfo.InvariantCulture))));
+ else
+ ev.AddLine(Loc.GetString("zombie-round-end-amount-all"));
+
+ ev.AddLine(Loc.GetString("zombie-round-end-initial-count", ("initialCount", _initialInfectedNames.Count)));
+ foreach (var player in _initialInfectedNames)
+ {
+ ev.AddLine(Loc.GetString("zombie-round-end-user-was-initial",
+ ("name", player.Key),
+ ("username", player.Value)));
+ }
- //Gets a bunch of the living players and displays them if they're under a threshold.
- //InitialInfected is used for the threshold because it scales with the player count well.
- if (livingHumans.Count > 0 && livingHumans.Count <= zombie.InitialInfectedNames.Count)
+ //Gets a bunch of the living players and displays them if they're under a threshold.
+ //InitialInfected is used for the threshold because it scales with the player count well.
+ if (livingHumans.Count > 0 && livingHumans.Count <= _initialInfectedNames.Count)
+ {
+ ev.AddLine("");
+ ev.AddLine(Loc.GetString("zombie-round-end-survivor-count", ("count", livingHumans.Count)));
+ foreach (var survivor in livingHumans)
{
- ev.AddLine("");
- ev.AddLine(Loc.GetString("zombie-round-end-survivor-count", ("count", livingHumans.Count)));
- foreach (var survivor in livingHumans)
- {
- var meta = MetaData(survivor);
- var username = string.Empty;
- if (TryComp<MindComponent>(survivor, out var mindcomp))
- if (mindcomp.Mind != null && mindcomp.Mind.Session != null)
- username = mindcomp.Mind.Session.Name;
-
- ev.AddLine(Loc.GetString("zombie-round-end-user-was-survivor",
- ("name", meta.EntityName),
- ("username", username)));
- }
+ var meta = MetaData(survivor);
+ var username = string.Empty;
+ if (TryComp<MindComponent>(survivor, out var mindcomp))
+ if (mindcomp.Mind != null && mindcomp.Mind.Session != null)
+ username = mindcomp.Mind.Session.Name;
+
+ ev.AddLine(Loc.GetString("zombie-round-end-user-was-survivor",
+ ("name", meta.EntityName),
+ ("username", username)));
}
}
}
private void OnJobAssigned(RulePlayerJobsAssignedEvent ev)
{
- var query = EntityQueryEnumerator<ZombieRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var zombies, out var gameRule))
- {
- if (!GameTicker.IsGameRuleAdded(uid, gameRule))
- continue;
- InfectInitialPlayers(zombies);
- }
+ if (!RuleAdded)
+ return;
+
+ _initialInfectedNames = new();
+
+ InfectInitialPlayers();
}
/// <remarks>
/// </remarks>
private void OnMobStateChanged(MobStateChangedEvent ev)
{
+ if (!RuleAdded)
+ return;
CheckRoundEnd(ev.Target);
}
private void OnEntityZombified(EntityZombifiedEvent ev)
{
+ if (!RuleAdded)
+ return;
CheckRoundEnd(ev.Target);
}
/// <param name="target">depending on this uid, we should care about the round ending</param>
private void CheckRoundEnd(EntityUid target)
{
- var query = EntityQueryEnumerator<ZombieRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var zombies, out var gameRule))
- {
- if (GameTicker.IsGameRuleActive(uid, gameRule))
- continue;
-
- //we only care about players, not monkeys and such.
- if (!HasComp<HumanoidAppearanceComponent>(target))
- continue;
+ //we only care about players, not monkeys and such.
+ if (!HasComp<HumanoidAppearanceComponent>(target))
+ return;
- var percent = GetInfectedPercentage(out var num);
- if (num.Count == 1) //only one human left. spooky
- _popup.PopupEntity(Loc.GetString("zombie-alone"), num[0], num[0]);
- if (percent >= 1) //oops, all zombies
- _roundEndSystem.EndRound();
- }
+ var percent = GetInfectedPercentage(out var num);
+ if (num.Count == 1) //only one human left. spooky
+ _popup.PopupEntity(Loc.GetString("zombie-alone"), num[0], num[0]);
+ if (percent >= 1) //oops, all zombies
+ _roundEndSystem.EndRound();
}
private void OnStartAttempt(RoundStartAttemptEvent ev)
{
- var query = EntityQueryEnumerator<ZombieRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var zombies, out var gameRule))
- {
- if (!GameTicker.IsGameRuleAdded(uid, gameRule))
- continue;
+ if (!RuleAdded)
+ return;
- var minPlayers = _cfg.GetCVar(CCVars.ZombieMinPlayers);
- if (!ev.Forced && ev.Players.Length < minPlayers)
- {
- _chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
- ev.Cancel();
- continue;
- }
+ var minPlayers = _cfg.GetCVar(CCVars.ZombieMinPlayers);
+ if (!ev.Forced && ev.Players.Length < minPlayers)
+ {
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-not-enough-ready-players", ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers)));
+ ev.Cancel();
+ return;
+ }
- if (ev.Players.Length == 0)
- {
- _chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-no-one-ready"));
- ev.Cancel();
- }
+ if (ev.Players.Length == 0)
+ {
+ _chatManager.DispatchServerAnnouncement(Loc.GetString("zombie-no-one-ready"));
+ ev.Cancel();
}
}
- protected override void Started(EntityUid uid, ZombieRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override void Started()
{
- base.Started(uid, component, gameRule, args);
- InfectInitialPlayers(component);
+ //this technically will run twice with zombies on roundstart, but it doesn't matter because it fails instantly
+ InfectInitialPlayers();
}
+ public override void Ended() { }
+
private void OnZombifySelf(EntityUid uid, ZombifyOnDeathComponent component, ZombifySelfActionEvent args)
{
_zombify.ZombifyEntity(uid);
- var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombieRuleComponent.ZombifySelfActionPrototype));
+ var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombifySelfActionPrototype));
_action.RemoveAction(uid, action);
}
/// allowing this gamemode to be started midround. As such, it doesn't need
/// any information besides just running.
/// </remarks>
- private void InfectInitialPlayers(ZombieRuleComponent component)
+ private void InfectInitialPlayers()
{
var allPlayers = _playerManager.ServerSessions.ToList();
var playerList = new List<IPlayerSession>();
playerList.Add(player);
var pref = (HumanoidCharacterProfile) _prefs.GetPreferences(player.UserId).SelectedCharacter;
- if (pref.AntagPreferences.Contains(component.PatientZeroPrototypeID))
+ if (pref.AntagPreferences.Contains(PatientZeroPrototypeID))
prefList.Add(player);
}
}
DebugTools.AssertNotNull(mind.OwnedEntity);
- mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(component.PatientZeroPrototypeID)));
+ mind.AddRole(new TraitorRole(mind, _prototypeManager.Index<AntagPrototype>(PatientZeroPrototypeID)));
var inCharacterName = string.Empty;
if (mind.OwnedEntity != null)
{
- _diseaseSystem.TryAddDisease(mind.OwnedEntity.Value, component.InitialZombieVirusPrototype);
+ _diseaseSystem.TryAddDisease(mind.OwnedEntity.Value, InitialZombieVirusPrototype);
inCharacterName = MetaData(mind.OwnedEntity.Value).EntityName;
- var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombieRuleComponent.ZombifySelfActionPrototype));
+ var action = new InstantAction(_prototypeManager.Index<InstantActionPrototype>(ZombifySelfActionPrototype));
_action.AddAction(mind.OwnedEntity.Value, action, null);
}
//gets the names now in case the players leave.
//this gets unhappy if people with the same name get chose. Probably shouldn't happen.
- component.InitialInfectedNames.Add(inCharacterName, mind.Session.Name);
+ _initialInfectedNames.Add(inCharacterName, mind.Session.Name);
// I went all the way to ChatManager.cs and all i got was this lousy T-shirt
// You got a free T-shirt!?!?
public IObjectiveCondition GetAssigned(Mind.Mind mind)
{
var entityMgr = IoCManager.Resolve<IEntityManager>();
-
var traitors = entityMgr.EntitySysManager.GetEntitySystem<TraitorRuleSystem>().GetOtherTraitorsAliveAndConnected(mind).ToList();
- if (traitors.Count == 0)
- return new EscapeShuttleCondition(); //You were made a traitor by admins, and are the first/only.
+
+ if (traitors.Count == 0) return new EscapeShuttleCondition{}; //You were made a traitor by admins, and are the first/only.
return new RandomTraitorAliveCondition { _target = IoCManager.Resolve<IRobustRandom>().Pick(traitors).Mind };
}
public IObjectiveCondition GetAssigned(Mind.Mind mind)
{
- //todo shit of a fuck
var entityMgr = IoCManager.Resolve<IEntityManager>();
-
var traitors = entityMgr.EntitySysManager.GetEntitySystem<TraitorRuleSystem>().GetOtherTraitorsAliveAndConnected(mind).ToList();
List<Traitor.TraitorRole> removeList = new();
{
foreach (var condition in objective.Conditions)
{
- if (condition is RandomTraitorProgressCondition)
+ if (condition.GetType() == typeof(RandomTraitorProgressCondition))
{
removeList.Add(traitor);
}
public bool CanBeAssigned(Mind.Mind mind)
{
- return EntitySystem.Get<TraitorRuleSystem>().GetOtherTraitorsAliveAndConnected(mind).Count >= _requiredTraitors;
+ return EntitySystem.Get<TraitorRuleSystem>().TotalTraitors >= _requiredTraitors;
}
}
}
+using Content.Server.GameTicking.Rules;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
public class ConditionalSpawnerComponent : Component
{
[ViewVariables(VVAccess.ReadWrite)]
- [DataField("prototypes", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
+ [DataField("prototypes", customTypeSerializer:typeof(PrototypeIdListSerializer<EntityPrototype>))]
public List<string> Prototypes { get; set; } = new();
[ViewVariables(VVAccess.ReadWrite)]
- [DataField("gameRules", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
+ [DataField("gameRules", customTypeSerializer:typeof(PrototypeIdListSerializer<GameRulePrototype>))]
public readonly List<string> GameRules = new();
[ViewVariables(VVAccess.ReadWrite)]
using Content.Server.GameTicking;
-using Content.Server.GameTicking.Rules.Components;
using Content.Server.Spawners.Components;
using JetBrains.Annotations;
using Robust.Shared.Random;
private void OnCondSpawnMapInit(EntityUid uid, ConditionalSpawnerComponent component, MapInitEvent args)
{
- TrySpawn(uid, component);
+ TrySpawn(component);
}
private void OnRandSpawnMapInit(EntityUid uid, RandomSpawnerComponent component, MapInitEvent args)
{
- Spawn(uid, component);
- QueueDel(uid);
+ Spawn(component);
+ EntityManager.QueueDeleteEntity(uid);
}
- private void OnRuleStarted(ref GameRuleStartedEvent args)
+ private void OnRuleStarted(GameRuleStartedEvent args)
{
- var query = EntityQueryEnumerator<ConditionalSpawnerComponent>();
- while (query.MoveNext(out var uid, out var spawner))
+ foreach (var spawner in EntityManager.EntityQuery<ConditionalSpawnerComponent>())
{
- RuleStarted(uid, spawner, args);
+ RuleStarted(spawner, args);
}
}
- public void RuleStarted(EntityUid uid, ConditionalSpawnerComponent component, GameRuleStartedEvent obj)
+ public void RuleStarted(ConditionalSpawnerComponent component, GameRuleStartedEvent obj)
{
- if (component.GameRules.Contains(obj.RuleId))
- Spawn(uid, component);
+ if(component.GameRules.Contains(obj.Rule.ID))
+ Spawn(component);
}
- private void TrySpawn(EntityUid uid, ConditionalSpawnerComponent component)
+ private void TrySpawn(ConditionalSpawnerComponent component)
{
if (component.GameRules.Count == 0)
{
- Spawn(uid, component);
+ Spawn(component);
return;
}
foreach (var rule in component.GameRules)
{
- if (!_ticker.IsGameRuleActive(rule))
- continue;
- Spawn(uid, component);
+ if (!_ticker.IsGameRuleStarted(rule)) continue;
+ Spawn(component);
return;
}
}
- private void Spawn(EntityUid uid, ConditionalSpawnerComponent component)
+ private void Spawn(ConditionalSpawnerComponent component)
{
if (component.Chance != 1.0f && !_robustRandom.Prob(component.Chance))
return;
if (component.Prototypes.Count == 0)
{
- Logger.Warning($"Prototype list in ConditionalSpawnComponent is empty! Entity: {ToPrettyString(uid)}");
+ Logger.Warning($"Prototype list in ConditionalSpawnComponent is empty! Entity: {component.Owner}");
return;
}
- if (!Deleted(uid))
- EntityManager.SpawnEntity(_robustRandom.Pick(component.Prototypes), Transform(uid).Coordinates);
+ if (!Deleted(component.Owner))
+ EntityManager.SpawnEntity(_robustRandom.Pick(component.Prototypes), Transform(component.Owner).Coordinates);
}
- private void Spawn(EntityUid uid, RandomSpawnerComponent component)
+ private void Spawn(RandomSpawnerComponent component)
{
if (component.RarePrototypes.Count > 0 && (component.RareChance == 1.0f || _robustRandom.Prob(component.RareChance)))
{
- EntityManager.SpawnEntity(_robustRandom.Pick(component.RarePrototypes), Transform(uid).Coordinates);
+ EntityManager.SpawnEntity(_robustRandom.Pick(component.RarePrototypes), Transform(component.Owner).Coordinates);
return;
}
if (component.Prototypes.Count == 0)
{
- Logger.Warning($"Prototype list in RandomSpawnerComponent is empty! Entity: {ToPrettyString(uid)}");
+ Logger.Warning($"Prototype list in RandomSpawnerComponent is empty! Entity: {component.Owner}");
return;
}
- if (Deleted(uid))
- return;
+ if (Deleted(component.Owner)) return;
var offset = component.Offset;
var xOffset = _robustRandom.NextFloat(-offset, offset);
var yOffset = _robustRandom.NextFloat(-offset, offset);
- var coordinates = Transform(uid).Coordinates.Offset(new Vector2(xOffset, yOffset));
+ var coordinates = Transform(component.Owner).Coordinates.Offset(new Vector2(xOffset, yOffset));
EntityManager.SpawnEntity(_robustRandom.Pick(component.Prototypes), coordinates);
}
+using System.Linq;
using Content.Server.GameTicking.Rules;
-using Content.Server.GameTicking.Rules.Components;
-using Content.Server.StationEvents.Components;
+using Content.Server.GameTicking.Rules.Configurations;
+using Content.Shared.CCVar;
+using Content.Shared.GameTicking;
using JetBrains.Annotations;
+using Robust.Server.Player;
+using Robust.Shared.Configuration;
+using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.StationEvents
/// game presets use.
/// </summary>
[UsedImplicitly]
- public sealed class BasicStationEventSchedulerSystem : GameRuleSystem<BasicStationEventSchedulerComponent>
+ public sealed class BasicStationEventSchedulerSystem : GameRuleSystem
{
+ public override string Prototype => "BasicStationEventScheduler";
+
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EventManagerSystem _event = default!;
- protected override void Ended(EntityUid uid, BasicStationEventSchedulerComponent component, GameRuleComponent gameRule,
- GameRuleEndedEvent args)
+ private const float MinimumTimeUntilFirstEvent = 300;
+
+ /// <summary>
+ /// How long until the next check for an event runs
+ /// </summary>
+ /// Default value is how long until first event is allowed
+ [ViewVariables(VVAccess.ReadWrite)]
+ private float _timeUntilNextEvent = MinimumTimeUntilFirstEvent;
+
+ public override void Started() { }
+
+ public override void Ended()
{
- component.TimeUntilNextEvent = BasicStationEventSchedulerComponent.MinimumTimeUntilFirstEvent;
+ _timeUntilNextEvent = MinimumTimeUntilFirstEvent;
}
-
public override void Update(float frameTime)
{
base.Update(frameTime);
- if (!_event.EventsEnabled)
+ if (!RuleStarted || !_event.EventsEnabled)
return;
- var query = EntityQueryEnumerator<BasicStationEventSchedulerComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var eventScheduler, out var gameRule))
+ if (_timeUntilNextEvent > 0)
{
- if (!GameTicker.IsGameRuleActive(uid, gameRule))
- continue;
-
- if (eventScheduler.TimeUntilNextEvent > 0)
- {
- eventScheduler.TimeUntilNextEvent -= frameTime;
- return;
- }
-
- _event.RunRandomEvent();
- ResetTimer(eventScheduler);
+ _timeUntilNextEvent -= frameTime;
+ return;
}
+
+ _event.RunRandomEvent();
+ ResetTimer();
}
/// <summary>
/// Reset the event timer once the event is done.
/// </summary>
- private void ResetTimer(BasicStationEventSchedulerComponent component)
+ private void ResetTimer()
{
// 5 - 25 minutes. TG does 3-10 but that's pretty frequent
- component.TimeUntilNextEvent = _random.Next(300, 1500);
+ _timeUntilNextEvent = _random.Next(300, 1500);
}
}
}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
-
-namespace Content.Server.StationEvents.Components;
-
-/// <summary>
-/// Used an event that spawns an anomaly somewhere random on the map.
-/// </summary>
-[RegisterComponent, Access(typeof(AnomalySpawnRule))]
-public sealed class AnomalySpawnRuleComponent : Component
-{
- [DataField("anomalySpawnerPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
- public string AnomalySpawnerPrototype = "RandomAnomalySpawner";
-}
+++ /dev/null
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(BasicStationEventSchedulerSystem))]
-public sealed class BasicStationEventSchedulerComponent : Component
-{
- public const float MinimumTimeUntilFirstEvent = 300;
-
- /// <summary>
- /// How long until the next check for an event runs
- /// </summary>
- /// Default value is how long until first event is allowed
- [ViewVariables(VVAccess.ReadWrite)]
- public float TimeUntilNextEvent = MinimumTimeUntilFirstEvent;
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
-
-namespace Content.Server.StationEvents.Components;
-
-/// <summary>
-/// This is used for an event that spawns an artifact
-/// somewhere random on the station.
-/// </summary>
-[RegisterComponent, Access(typeof(BluespaceArtifactRule))]
-public sealed class BluespaceArtifactRuleComponent : Component
-{
- [DataField("artifactSpawnerPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
- public string ArtifactSpawnerPrototype = "RandomArtifactSpawner";
-
- [DataField("artifactFlashPrototype", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
- public string ArtifactFlashPrototype = "EffectFlashBluespace";
-
- [DataField("possibleSightings")]
- public List<string> PossibleSighting = new()
- {
- "bluespace-artifact-sighting-1",
- "bluespace-artifact-sighting-2",
- "bluespace-artifact-sighting-3",
- "bluespace-artifact-sighting-4",
- "bluespace-artifact-sighting-5",
- "bluespace-artifact-sighting-6",
- "bluespace-artifact-sighting-7"
- };
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(BluespaceLockerRule))]
-public sealed class BluespaceLockerRuleComponent : Component
-{
-
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(BreakerFlipRule))]
-public sealed class BreakerFlipRuleComponent : Component
-{
-
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(BureaucraticErrorRule))]
-public sealed class BureaucraticErrorRuleComponent : Component
-{
-
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(DiseaseOutbreakRule))]
-public sealed class DiseaseOutbreakRuleComponent : Component
-{
- /// <summary>
- /// Disease prototypes I decided were not too deadly for a random event
- /// </summary>
- /// <remarks>
- /// Fire name
- /// </remarks>
- [DataField("notTooSeriousDiseases")]
- public readonly IReadOnlyList<string> NotTooSeriousDiseases = new[]
- {
- "SpaceCold",
- "VanAusdallsRobovirus",
- "VentCough",
- "AMIV",
- "SpaceFlu",
- "BirdFlew",
- "TongueTwister"
- };
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(FalseAlarmRule))]
-public sealed class FalseAlarmRuleComponent : Component
-{
-
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-using Content.Shared.Atmos;
-using Robust.Shared.Map;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(GasLeakRule))]
-public sealed class GasLeakRuleComponent : Component
-{
- public readonly Gas[] LeakableGases =
- {
- Gas.Miasma,
- Gas.Plasma,
- Gas.Tritium,
- Gas.Frezon,
- };
-
- /// <summary>
- /// Running cooldown of how much time until another leak.
- /// </summary>
- public float TimeUntilLeak;
-
- /// <summary>
- /// How long between more gas being added to the tile.
- /// </summary>
- public float LeakCooldown = 1.0f;
-
- // Event variables
- public EntityUid TargetStation;
- public EntityUid TargetGrid;
- public Vector2i TargetTile;
- public EntityCoordinates TargetCoords;
- public bool FoundTile;
- public Gas LeakGas;
- public float MolesPerSecond;
- public readonly int MinimumMolesPerSecond = 20;
-
- /// <summary>
- /// Don't want to make it too fast to give people time to flee.
- /// </summary>
- public int MaximumMolesPerSecond = 50;
-
- public int MinimumGas = 250;
- public int MaximumGas = 1000;
- public float SparkChance = 0.05f;
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(KudzuGrowthRule))]
-public sealed class KudzuGrowthRuleComponent : Component
-{
-
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-using Robust.Shared.Prototypes;
-using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(LoneOpsSpawnRule))]
-public sealed class LoneOpsSpawnRuleComponent : Component
-{
- [DataField("loneOpsShuttlePath")]
- public string LoneOpsShuttlePath = "Maps/Shuttles/striker.yml";
-
- [DataField("gameRuleProto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
- public string GameRuleProto = "Nukeops";
-
- [DataField("additionalRule")]
- public EntityUid? AdditionalRule;
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(MeteorSwarmRule))]
-public sealed class MeteorSwarmRuleComponent : Component
-{
- public float _cooldown;
-
- /// <summary>
- /// We'll send a specific amount of waves of meteors towards the station per ending rather than using a timer.
- /// </summary>
- public int _waveCounter;
-
- public int MinimumWaves = 3;
- public int MaximumWaves = 8;
-
- public float MinimumCooldown = 10f;
- public float MaximumCooldown = 60f;
-
- public int MeteorsPerWave = 5;
- public float MeteorVelocity = 10f;
- public float MaxAngularVelocity = 0.25f;
- public float MinAngularVelocity = -0.25f;
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(MouseMigrationRule))]
-public sealed class MouseMigrationRuleComponent : Component
-{
- [DataField("spawnedPrototypeChoices")]
- public List<string> SpawnedPrototypeChoices = new() //we double up for that ez fake probability
- {
- "MobMouse",
- "MobMouse1",
- "MobMouse2",
- "MobRatServant"
- };
-}
+++ /dev/null
-using System.Threading;
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(PowerGridCheckRule))]
-public sealed class PowerGridCheckRuleComponent : Component
-{
- public CancellationTokenSource? AnnounceCancelToken;
-
- public readonly List<EntityUid> Powered = new();
- public readonly List<EntityUid> Unpowered = new();
-
- public float SecondsUntilOff = 30.0f;
-
- public int NumberPerSecond = 0;
- public float UpdateRate => 1.0f / NumberPerSecond;
- public float FrameTimeAccumulator = 0.0f;
-}
+++ /dev/null
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(RampingStationEventSchedulerSystem))]
-public sealed class RampingStationEventSchedulerComponent : Component
-{
- [DataField("endTime"), ViewVariables(VVAccess.ReadWrite)]
- public float EndTime;
-
- [DataField("maxChaos"), ViewVariables(VVAccess.ReadWrite)]
- public float MaxChaos;
-
- [DataField("startingChaos"), ViewVariables(VVAccess.ReadWrite)]
- public float StartingChaos;
-
- [DataField("timeUntilNextEvent"), ViewVariables(VVAccess.ReadWrite)]
- public float TimeUntilNextEvent;
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(RandomSentienceRule))]
-public sealed class RandomSentienceRuleComponent : Component
-{
-
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(RevenantSpawnRule))]
-public sealed class RevenantSpawnRuleComponent : Component
-{
- [DataField("revenantPrototype")]
- public string RevenantPrototype = "MobRevenant";
-}
-using Content.Server.StationEvents.Events;
+namespace Content.Server.StationEvents.Components;
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(RandomSentienceRule))]
+[RegisterComponent]
public sealed class SentienceTargetComponent : Component
{
[DataField("flavorKind", required: true)]
+++ /dev/null
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(SpiderSpawnRule))]
-public sealed class SpiderSpawnRuleComponent : Component
-{
-
-}
+++ /dev/null
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(VentClogRule))]
-public sealed class VentClogRuleComponent : Component
-{
- [DataField("safeishVentChemicals")]
- public readonly IReadOnlyList<string> SafeishVentChemicals = new[]
- {
- "Water", "Blood", "Slime", "SpaceDrugs", "SpaceCleaner", "Nutriment", "Sugar", "SpaceLube", "Ephedrine", "Ale", "Beer"
- };
-
-}
-using Content.Server.StationEvents.Events;
+namespace Content.Server.StationEvents.Components;
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(VentClogRule))]
+[RegisterComponent]
public sealed class VentCritterSpawnLocationComponent : Component
{
+++ /dev/null
-using Content.Server.StationEvents.Events;
-
-namespace Content.Server.StationEvents.Components;
-
-[RegisterComponent, Access(typeof(VentCrittersRule))]
-public sealed class VentCrittersRuleComponent : Component
-{
- [DataField("spawnedPrototypeChoices")]
- public List<string> SpawnedPrototypeChoices = new()
- {
- "MobMouse",
- "MobMouse1",
- "MobMouse2"
- };
-}
using System.Linq;
using Content.Server.GameTicking;
-using Content.Server.StationEvents.Components;
+using Content.Server.GameTicking.Rules;
+using Content.Server.GameTicking.Rules.Configurations;
using Content.Shared.CCVar;
+using Content.Shared.GameTicking;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Prototypes;
_sawmill = Logger.GetSawmill("events");
_configurationManager.OnValueChanged(CCVars.EventsEnabled, SetEnabled, true);
-
- SubscribeLocalEvent<StationEventComponent, EntityUnpausedEvent>(OnUnpaused);
- }
-
- private void OnUnpaused(EntityUid uid, StationEventComponent component, ref EntityUnpausedEvent args)
- {
- component.StartTime += args.PausedTime;
- component.EndTime += args.PausedTime;
}
public override void Shutdown()
{
var randomEvent = PickRandomEvent();
- if (randomEvent == null)
+ if (randomEvent == null
+ || !_prototype.TryIndex<GameRulePrototype>(randomEvent.Id, out var proto))
{
var errStr = Loc.GetString("station-event-system-run-random-event-no-valid-events");
_sawmill.Error(errStr);
return errStr;
}
- var ent = GameTicker.AddGameRule(randomEvent);
- var str = Loc.GetString("station-event-system-run-event",("eventName", ToPrettyString(ent)));
+ GameTicker.AddGameRule(proto);
+ var str = Loc.GetString("station-event-system-run-event",("eventName", randomEvent.Id));
_sawmill.Info(str);
return str;
}
/// <summary>
/// Randomly picks a valid event.
/// </summary>
- public string? PickRandomEvent()
+ public StationEventRuleConfiguration? PickRandomEvent()
{
var availableEvents = AvailableEvents();
_sawmill.Info($"Picking from {availableEvents.Count} total available events");
/// Pick a random event from the available events at this time, also considering their weightings.
/// </summary>
/// <returns></returns>
- private string? FindEvent(Dictionary<EntityPrototype, StationEventComponent> availableEvents)
+ private StationEventRuleConfiguration? FindEvent(List<StationEventRuleConfiguration> availableEvents)
{
if (availableEvents.Count == 0)
{
var sumOfWeights = 0;
- foreach (var stationEvent in availableEvents.Values)
+ foreach (var stationEvent in availableEvents)
{
sumOfWeights += (int) stationEvent.Weight;
}
sumOfWeights = _random.Next(sumOfWeights);
- foreach (var (proto, stationEvent) in availableEvents)
+ foreach (var stationEvent in availableEvents)
{
sumOfWeights -= (int) stationEvent.Weight;
if (sumOfWeights <= 0)
{
- return proto.ID;
+ return stationEvent;
}
}
/// </summary>
/// <param name="ignoreEarliestStart"></param>
/// <returns></returns>
- private Dictionary<EntityPrototype, StationEventComponent> AvailableEvents(bool ignoreEarliestStart = false)
+ private List<StationEventRuleConfiguration> AvailableEvents(bool ignoreEarliestStart = false)
{
+ TimeSpan currentTime;
var playerCount = _playerManager.PlayerCount;
// playerCount does a lock so we'll just keep the variable here
- var currentTime = !ignoreEarliestStart
- ? GameTicker.RoundDuration()
- : TimeSpan.Zero;
+ if (!ignoreEarliestStart)
+ {
+ currentTime = GameTicker.RoundDuration();
+ }
+ else
+ {
+ currentTime = TimeSpan.Zero;
+ }
- var result = new Dictionary<EntityPrototype, StationEventComponent>();
+ var result = new List<StationEventRuleConfiguration>();
- foreach (var (proto, stationEvent) in AllEvents())
+ foreach (var stationEvent in AllEvents())
{
- if (CanRun(proto, stationEvent, playerCount, currentTime))
+ if (CanRun(stationEvent, playerCount, currentTime))
{
- _sawmill.Debug($"Adding event {proto.ID} to possibilities");
- result.Add(proto, stationEvent);
+ _sawmill.Debug($"Adding event {stationEvent.Id} to possibilities");
+ result.Add(stationEvent);
}
}
return result;
}
- public Dictionary<EntityPrototype, StationEventComponent> AllEvents()
- {
- var allEvents = new Dictionary<EntityPrototype, StationEventComponent>();
- foreach (var prototype in _prototype.EnumeratePrototypes<EntityPrototype>())
- {
- if (prototype.Abstract)
- continue;
-
- if (!prototype.TryGetComponent<StationEventComponent>(out var stationEvent))
- continue;
-
- allEvents.Add(prototype, stationEvent);
- }
-
- return allEvents;
- }
-
- private int GetOccurrences(EntityPrototype stationEvent)
+ private IEnumerable<StationEventRuleConfiguration> AllEvents()
{
- return GetOccurrences(stationEvent.ID);
+ return _prototype.EnumeratePrototypes<GameRulePrototype>()
+ .Where(p => p.Configuration is StationEventRuleConfiguration)
+ .Select(p => (StationEventRuleConfiguration) p.Configuration);
}
- private int GetOccurrences(string stationEvent)
+ private int GetOccurrences(StationEventRuleConfiguration stationEvent)
{
- return GameTicker.AllPreviousGameRules.Count(p => p.Item2 == stationEvent);
+ return GameTicker.AllPreviousGameRules.Count(p => p.Item2.ID == stationEvent.Id);
}
- public TimeSpan TimeSinceLastEvent(EntityPrototype stationEvent)
+ public TimeSpan TimeSinceLastEvent(StationEventRuleConfiguration? stationEvent)
{
foreach (var (time, rule) in GameTicker.AllPreviousGameRules.Reverse())
{
- if (rule == stationEvent.ID)
+ if (rule.Configuration is not StationEventRuleConfiguration)
+ continue;
+
+ if (stationEvent == null || rule.ID == stationEvent.Id)
return time;
}
return TimeSpan.Zero;
}
- private bool CanRun(EntityPrototype prototype, StationEventComponent stationEvent, int playerCount, TimeSpan currentTime)
+ private bool CanRun(StationEventRuleConfiguration stationEvent, int playerCount, TimeSpan currentTime)
{
- if (GameTicker.IsGameRuleActive(prototype.ID))
+ if (GameTicker.IsGameRuleStarted(stationEvent.Id))
return false;
- if (stationEvent.MaxOccurrences.HasValue && GetOccurrences(prototype) >= stationEvent.MaxOccurrences.Value)
+ if (stationEvent.MaxOccurrences.HasValue && GetOccurrences(stationEvent) >= stationEvent.MaxOccurrences.Value)
{
return false;
}
return false;
}
- var lastRun = TimeSinceLastEvent(prototype);
+ var lastRun = TimeSinceLastEvent(stationEvent);
if (lastRun != TimeSpan.Zero && currentTime.TotalMinutes <
stationEvent.ReoccurrenceDelay + lastRun.TotalMinutes)
{
using System.Linq;
using Content.Server.Anomaly;
-using Content.Server.GameTicking.Rules.Components;
using Content.Server.Station.Components;
-using Content.Server.StationEvents.Components;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
-public sealed class AnomalySpawnRule : StationEventSystem<AnomalySpawnRuleComponent>
+public sealed class AnomalySpawn : StationEventSystem
{
+ [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly AnomalySystem _anomaly = default!;
- protected override void Added(EntityUid uid, AnomalySpawnRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
+ public override string Prototype => "AnomalySpawn";
+
+ public readonly string AnomalySpawnerPrototype = "RandomAnomalySpawner";
+
+ public override void Added()
{
- base.Added(uid, component, gameRule, args);
+ base.Added();
var str = Loc.GetString("anomaly-spawn-event-announcement",
- ("sighting", Loc.GetString($"anomaly-spawn-sighting-{RobustRandom.Next(1, 6)}")));
+ ("sighting", Loc.GetString($"anomaly-spawn-sighting-{_random.Next(1, 6)}")));
ChatSystem.DispatchGlobalAnnouncement(str, colorOverride: Color.FromHex("#18abf5"));
}
- protected override void Started(EntityUid uid, AnomalySpawnRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override void Started()
{
- base.Started(uid, component, gameRule, args);
+ base.Started();
if (StationSystem.Stations.Count == 0)
return; // No stations
var amountToSpawn = Math.Max(1, (int) MathF.Round(GetSeverityModifier() / 2));
for (var i = 0; i < amountToSpawn; i++)
{
- _anomaly.SpawnOnRandomGridLocation(grid.Value, component.AnomalySpawnerPrototype);
+ _anomaly.SpawnOnRandomGridLocation(grid.Value, AnomalySpawnerPrototype);
}
}
}
--- /dev/null
+using Robust.Shared.Random;
+
+namespace Content.Server.StationEvents.Events;
+
+public sealed class BluespaceArtifact : StationEventSystem
+{
+ [Dependency] private readonly IRobustRandom _random = default!;
+
+ public override string Prototype => "BluespaceArtifact";
+
+ public readonly string ArtifactSpawnerPrototype = "RandomArtifactSpawner";
+ public readonly string ArtifactFlashPrototype = "EffectFlashBluespace";
+
+ public readonly List<string> PossibleSighting = new()
+ {
+ "bluespace-artifact-sighting-1",
+ "bluespace-artifact-sighting-2",
+ "bluespace-artifact-sighting-3",
+ "bluespace-artifact-sighting-4",
+ "bluespace-artifact-sighting-5",
+ "bluespace-artifact-sighting-6",
+ "bluespace-artifact-sighting-7"
+ };
+
+ public override void Added()
+ {
+ base.Added();
+
+ var str = Loc.GetString("bluespace-artifact-event-announcement",
+ ("sighting", Loc.GetString(_random.Pick(PossibleSighting))));
+ ChatSystem.DispatchGlobalAnnouncement(str, colorOverride: Color.FromHex("#18abf5"));
+ }
+
+ public override void Started()
+ {
+ base.Started();
+ var amountToSpawn = Math.Max(1, (int) MathF.Round(GetSeverityModifier() / 1.5f));
+ for (var i = 0; i < amountToSpawn; i++)
+ {
+ if (!TryFindRandomTile(out _, out _, out _, out var coords))
+ return;
+
+ EntityManager.SpawnEntity(ArtifactSpawnerPrototype, coords);
+ EntityManager.SpawnEntity(ArtifactFlashPrototype, coords);
+
+ Sawmill.Info($"Spawning random artifact at {coords}");
+ }
+ }
+}
+++ /dev/null
-using Content.Server.GameTicking.Rules.Components;
-using Content.Server.StationEvents.Components;
-using Robust.Shared.Random;
-
-namespace Content.Server.StationEvents.Events;
-
-public sealed class BluespaceArtifactRule : StationEventSystem<BluespaceArtifactRuleComponent>
-{
- protected override void Added(EntityUid uid, BluespaceArtifactRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
- {
- base.Added(uid, component, gameRule, args);
-
- var str = Loc.GetString("bluespace-artifact-event-announcement",
- ("sighting", Loc.GetString(RobustRandom.Pick(component.PossibleSighting))));
- ChatSystem.DispatchGlobalAnnouncement(str, colorOverride: Color.FromHex("#18abf5"));
- }
-
- protected override void Started(EntityUid uid, BluespaceArtifactRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
- {
- base.Started(uid, component, gameRule, args);
-
- var amountToSpawn = Math.Max(1, (int) MathF.Round(GetSeverityModifier() / 1.5f));
- for (var i = 0; i < amountToSpawn; i++)
- {
- if (!TryFindRandomTile(out _, out _, out _, out var coords))
- return;
-
- Spawn(component.ArtifactSpawnerPrototype, coords);
- Spawn(component.ArtifactFlashPrototype, coords);
-
- Sawmill.Info($"Spawning random artifact at {coords}");
- }
- }
-}
using System.Linq;
-using Content.Server.GameTicking.Rules.Components;
using Content.Server.Resist;
using Content.Server.Station.Components;
-using Content.Server.StationEvents.Components;
using Content.Server.Storage.Components;
using Content.Server.Storage.EntitySystems;
using Content.Shared.Access.Components;
using Content.Shared.Coordinates;
+using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
-public sealed class BluespaceLockerRule : StationEventSystem<BluespaceLockerRuleComponent>
+public sealed class BluespaceLockerLink : StationEventSystem
{
+ [Dependency] private readonly IRobustRandom _robustRandom = default!;
[Dependency] private readonly BluespaceLockerSystem _bluespaceLocker = default!;
- protected override void Started(EntityUid uid, BluespaceLockerRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override string Prototype => "BluespaceLockerLink";
+
+ public override void Started()
{
- base.Started(uid, component, gameRule, args);
+ base.Started();
var targets = EntityQuery<EntityStorageComponent, ResistLockerComponent>().ToList();
- RobustRandom.Shuffle(targets);
+ _robustRandom.Shuffle(targets);
foreach (var target in targets)
{
using System.Linq;
-using Content.Server.GameTicking.Rules.Components;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Station.Components;
-using Content.Server.StationEvents.Components;
using JetBrains.Annotations;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
[UsedImplicitly]
-public sealed class BreakerFlipRule : StationEventSystem<BreakerFlipRuleComponent>
+public sealed class BreakerFlip : StationEventSystem
{
[Dependency] private readonly ApcSystem _apcSystem = default!;
- protected override void Added(EntityUid uid, BreakerFlipRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
+ public override string Prototype => "BreakerFlip";
+
+ public override void Added()
{
- base.Added(uid, component, gameRule, args);
+ base.Added();
var str = Loc.GetString("station-event-breaker-flip-announcement", ("data", Loc.GetString(Loc.GetString($"random-sentience-event-data-{RobustRandom.Next(1, 6)}"))));
ChatSystem.DispatchGlobalAnnouncement(str, playSound: false, colorOverride: Color.Gold);
}
- protected override void Started(EntityUid uid, BreakerFlipRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override void Started()
{
- base.Started(uid, component, gameRule, args);
+ base.Started();
if (StationSystem.Stations.Count == 0)
return;
var chosenStation = RobustRandom.Pick(StationSystem.Stations.ToList());
var stationApcs = new List<ApcComponent>();
- foreach (var (apc, transform) in EntityQuery<ApcComponent, TransformComponent>())
+ foreach (var (apc, transform) in EntityQuery<ApcComponent, TransformComponent>())
{
if (apc.MainBreakerEnabled && CompOrNull<StationMemberComponent>(transform.GridUid)?.Station == chosenStation)
{
stationApcs.Add(apc);
}
}
-
+
var toDisable = Math.Min(RobustRandom.Next(3, 7), stationApcs.Count);
if (toDisable == 0)
return;
using System.Linq;
-using Content.Server.GameTicking.Rules.Components;
using Content.Server.Station.Systems;
-using Content.Server.StationEvents.Components;
using JetBrains.Annotations;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
[UsedImplicitly]
-public sealed class BureaucraticErrorRule : StationEventSystem<BureaucraticErrorRuleComponent>
+public sealed class BureaucraticError : StationEventSystem
{
[Dependency] private readonly StationJobsSystem _stationJobs = default!;
- protected override void Started(EntityUid uid, BureaucraticErrorRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override string Prototype => "BureaucraticError";
+
+ public override void Started()
{
- base.Started(uid, component, gameRule, args);
+ base.Started();
if (StationSystem.Stations.Count == 0)
return; // No stations
using Content.Server.Disease;
using Content.Server.Disease.Components;
-using Content.Server.GameTicking.Rules.Components;
-using Content.Server.StationEvents.Components;
using Content.Shared.Disease;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
/// Infects a couple people
/// with a random disease that isn't super deadly
/// </summary>
-public sealed class DiseaseOutbreakRule : StationEventSystem<DiseaseOutbreakRuleComponent>
+public sealed class DiseaseOutbreak : StationEventSystem
{
[Dependency] private readonly DiseaseSystem _diseaseSystem = default!;
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
+ public override string Prototype => "DiseaseOutbreak";
+
+ /// <summary>
+ /// Disease prototypes I decided were not too deadly for a random event
+ /// </summary>
+ public readonly IReadOnlyList<string> NotTooSeriousDiseases = new[]
+ {
+ "SpaceCold",
+ "VanAusdallsRobovirus",
+ "VentCough",
+ "AMIV",
+ "SpaceFlu",
+ "BirdFlew",
+ "TongueTwister"
+ };
+
/// <summary>
/// Finds 2-5 random, alive entities that can host diseases
/// and gives them a randomly selected disease.
/// They all get the same disease.
/// </summary>
- protected override void Started(EntityUid uid, DiseaseOutbreakRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override void Started()
{
- base.Started(uid, component, gameRule, args);
-
+ base.Started();
HashSet<EntityUid> stationsToNotify = new();
List<DiseaseCarrierComponent> aliveList = new();
- foreach (var (carrier, mobState) in EntityQuery<DiseaseCarrierComponent, MobStateComponent>())
+ foreach (var (carrier, mobState) in EntityManager.EntityQuery<DiseaseCarrierComponent, MobStateComponent>())
{
if (!_mobStateSystem.IsDead(mobState.Owner, mobState))
aliveList.Add(carrier);
// We're going to filter the above out to only alive mobs. Might change after future mobstate rework
var toInfect = RobustRandom.Next(2, 5);
- var diseaseName = RobustRandom.Pick(component.NotTooSeriousDiseases);
+ var diseaseName = RobustRandom.Pick(NotTooSeriousDiseases);
if (!PrototypeManager.TryIndex(diseaseName, out DiseasePrototype? disease))
return;
--- /dev/null
+using Content.Server.GameTicking.Rules.Configurations;
+using JetBrains.Annotations;
+using Robust.Shared.Audio;
+using Robust.Shared.Player;
+
+namespace Content.Server.StationEvents.Events
+{
+ [UsedImplicitly]
+ public sealed class FalseAlarm : StationEventSystem
+ {
+ public override string Prototype => "FalseAlarm";
+
+ public override void Started()
+ {
+ base.Started();
+
+ var ev = GetRandomEventUnweighted(PrototypeManager, RobustRandom);
+
+ if (ev.Configuration is not StationEventRuleConfiguration cfg)
+ return;
+
+ if (cfg.StartAnnouncement != null)
+ {
+ ChatSystem.DispatchGlobalAnnouncement(Loc.GetString(cfg.StartAnnouncement), playSound: false, colorOverride: Color.Gold);
+ }
+
+ if (cfg.StartAudio != null)
+ {
+ SoundSystem.Play(cfg.StartAudio.GetSound(), Filter.Broadcast(), cfg.StartAudio.Params);
+ }
+ }
+ }
+}
+++ /dev/null
-using System.Linq;
-using Content.Server.GameTicking.Rules.Components;
-using Content.Server.StationEvents.Components;
-using JetBrains.Annotations;
-using Robust.Shared.Player;
-using Robust.Shared.Random;
-
-namespace Content.Server.StationEvents.Events;
-
-[UsedImplicitly]
-public sealed class FalseAlarmRule : StationEventSystem<FalseAlarmRuleComponent>
-{
- [Dependency] private readonly EventManagerSystem _event = default!;
-
- protected override void Started(EntityUid uid, FalseAlarmRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
- {
- base.Started(uid, component, gameRule, args);
-
- var allEv = _event.AllEvents().Select(p => p.Value).ToList();
- var picked = RobustRandom.Pick(allEv);
-
- if (picked.StartAnnouncement != null)
- {
- ChatSystem.DispatchGlobalAnnouncement(Loc.GetString(picked.StartAnnouncement), playSound: false, colorOverride: Color.Gold);
- }
- Audio.PlayGlobal(picked.StartAudio, Filter.Broadcast(), true);
- }
-}
--- /dev/null
+using Content.Server.Atmos.EntitySystems;
+using Content.Server.GameTicking.Rules;
+using Content.Server.GameTicking.Rules.Configurations;
+using Content.Shared.Atmos;
+using Robust.Shared.Audio;
+using Robust.Shared.Map;
+using Robust.Shared.Player;
+using Robust.Shared.Random;
+
+namespace Content.Server.StationEvents.Events
+{
+ internal sealed class GasLeak : StationEventSystem
+ {
+ [Dependency] private readonly AtmosphereSystem _atmosphere = default!;
+
+ public override string Prototype => "GasLeak";
+
+ private static readonly Gas[] LeakableGases =
+ {
+ Gas.Miasma,
+ Gas.Plasma,
+ Gas.Tritium,
+ Gas.Frezon,
+ };
+
+ /// <summary>
+ /// Running cooldown of how much time until another leak.
+ /// </summary>
+ private float _timeUntilLeak;
+
+ /// <summary>
+ /// How long between more gas being added to the tile.
+ /// </summary>
+ private const float LeakCooldown = 1.0f;
+
+
+ // Event variables
+
+ private EntityUid _targetStation;
+ private EntityUid _targetGrid;
+ private Vector2i _targetTile;
+ private EntityCoordinates _targetCoords;
+ private bool _foundTile;
+ private Gas _leakGas;
+ private float _molesPerSecond;
+ private const int MinimumMolesPerSecond = 20;
+ private float _endAfter = float.MaxValue;
+
+ /// <summary>
+ /// Don't want to make it too fast to give people time to flee.
+ /// </summary>
+ private const int MaximumMolesPerSecond = 50;
+
+ private const int MinimumGas = 250;
+ private const int MaximumGas = 1000;
+ private const float SparkChance = 0.05f;
+
+ public override void Started()
+ {
+ base.Started();
+
+ var mod = MathF.Sqrt(GetSeverityModifier());
+
+ // Essentially we'll pick out a target amount of gas to leak, then a rate to leak it at, then work out the duration from there.
+ if (TryFindRandomTile(out _targetTile, out _targetStation, out _targetGrid, out _targetCoords))
+ {
+ _foundTile = true;
+
+ _leakGas = RobustRandom.Pick(LeakableGases);
+ // Was 50-50 on using normal distribution.
+ var totalGas = RobustRandom.Next(MinimumGas, MaximumGas) * mod;
+ var startAfter = ((StationEventRuleConfiguration) Configuration).StartAfter;
+ _molesPerSecond = RobustRandom.Next(MinimumMolesPerSecond, MaximumMolesPerSecond);
+ _endAfter = totalGas / _molesPerSecond + startAfter;
+ Sawmill.Info($"Leaking {totalGas} of {_leakGas} over {_endAfter - startAfter} seconds at {_targetTile}");
+ }
+
+ // Look technically if you wanted to guarantee a leak you'd do this in announcement but having the announcement
+ // there just to fuck with people even if there is no valid tile is funny.
+ }
+
+ public override void Update(float frameTime)
+ {
+ base.Update(frameTime);
+
+ if (!RuleStarted)
+ return;
+
+ if (Elapsed > _endAfter)
+ {
+ ForceEndSelf();
+ return;
+ }
+
+ _timeUntilLeak -= frameTime;
+
+ if (_timeUntilLeak > 0f) return;
+ _timeUntilLeak += LeakCooldown;
+
+ if (!_foundTile ||
+ _targetGrid == default ||
+ EntityManager.Deleted(_targetGrid) ||
+ !_atmosphere.IsSimulatedGrid(_targetGrid))
+ {
+ ForceEndSelf();
+ return;
+ }
+
+ var environment = _atmosphere.GetTileMixture(_targetGrid, null, _targetTile, true);
+
+ environment?.AdjustMoles(_leakGas, LeakCooldown * _molesPerSecond);
+ }
+
+ public override void Ended()
+ {
+ base.Ended();
+
+ Spark();
+
+ _foundTile = false;
+ _targetGrid = default;
+ _targetTile = default;
+ _targetCoords = default;
+ _leakGas = Gas.Oxygen;
+ _endAfter = float.MaxValue;
+ }
+
+ private void Spark()
+ {
+ if (RobustRandom.NextFloat() <= SparkChance)
+ {
+ if (!_foundTile ||
+ _targetGrid == default ||
+ (!EntityManager.EntityExists(_targetGrid) ? EntityLifeStage.Deleted : EntityManager.GetComponent<MetaDataComponent>(_targetGrid).EntityLifeStage) >= EntityLifeStage.Deleted ||
+ !_atmosphere.IsSimulatedGrid(_targetGrid))
+ {
+ return;
+ }
+
+ // Don't want it to be so obnoxious as to instantly murder anyone in the area but enough that
+ // it COULD start potentially start a bigger fire.
+ _atmosphere.HotspotExpose(_targetGrid, _targetTile, 700f, 50f, null, true);
+ SoundSystem.Play("/Audio/Effects/sparks4.ogg", Filter.Pvs(_targetCoords), _targetCoords);
+ }
+ }
+ }
+}
+++ /dev/null
-using Content.Server.Atmos.EntitySystems;
-using Content.Server.GameTicking.Rules.Components;
-using Content.Server.StationEvents.Components;
-using Robust.Shared.Audio;
-using Robust.Shared.Random;
-using Robust.Shared.Timing;
-
-namespace Content.Server.StationEvents.Events
-{
- internal sealed class GasLeakRule : StationEventSystem<GasLeakRuleComponent>
- {
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] private readonly AtmosphereSystem _atmosphere = default!;
-
- protected override void Started(EntityUid uid, GasLeakRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
- {
- base.Started(uid, component, gameRule, args);
-
- if (!TryComp<StationEventComponent>(uid, out var stationEvent))
- return;
-
- var mod = MathF.Sqrt(GetSeverityModifier());
-
- // Essentially we'll pick out a target amount of gas to leak, then a rate to leak it at, then work out the duration from there.
- if (TryFindRandomTile(out component.TargetTile, out component.TargetStation, out component.TargetGrid, out component.TargetCoords))
- {
- component.FoundTile = true;
-
- component.LeakGas = RobustRandom.Pick(component.LeakableGases);
- // Was 50-50 on using normal distribution.
- var totalGas = RobustRandom.Next(component.MinimumGas, component.MaximumGas) * mod;
- var startAfter = stationEvent.StartDelay;
- component.MolesPerSecond = RobustRandom.Next(component.MinimumMolesPerSecond, component.MaximumMolesPerSecond);
-
- stationEvent.EndTime = _timing.CurTime + TimeSpan.FromSeconds(totalGas / component.MolesPerSecond + startAfter.TotalSeconds);
- }
-
- // Look technically if you wanted to guarantee a leak you'd do this in announcement but having the announcement
- // there just to fuck with people even if there is no valid tile is funny.
- }
-
- protected override void ActiveTick(EntityUid uid, GasLeakRuleComponent component, GameRuleComponent gameRule, float frameTime)
- {
- base.ActiveTick(uid, component, gameRule, frameTime);
- component.TimeUntilLeak -= frameTime;
-
- if (component.TimeUntilLeak > 0f)
- return;
- component.TimeUntilLeak += component.LeakCooldown;
-
- if (!component.FoundTile ||
- component.TargetGrid == default ||
- Deleted(component.TargetGrid) ||
- !_atmosphere.IsSimulatedGrid(component.TargetGrid))
- {
- ForceEndSelf(uid, gameRule);
- return;
- }
-
- var environment = _atmosphere.GetTileMixture(component.TargetGrid, null, component.TargetTile, true);
-
- environment?.AdjustMoles(component.LeakGas, component.LeakCooldown * component.MolesPerSecond);
- }
-
- protected override void Ended(EntityUid uid, GasLeakRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
- {
- base.Ended(uid, component, gameRule, args);
- Spark(uid, component);
- }
-
- private void Spark(EntityUid uid, GasLeakRuleComponent component)
- {
- if (RobustRandom.NextFloat() <= component.SparkChance)
- {
- if (!component.FoundTile ||
- component.TargetGrid == default ||
- (!Exists(component.TargetGrid) ? EntityLifeStage.Deleted : MetaData(component.TargetGrid).EntityLifeStage) >= EntityLifeStage.Deleted ||
- !_atmosphere.IsSimulatedGrid(component.TargetGrid))
- {
- return;
- }
-
- // Don't want it to be so obnoxious as to instantly murder anyone in the area but enough that
- // it COULD start potentially start a bigger fire.
- _atmosphere.HotspotExpose(component.TargetGrid, component.TargetTile, 700f, 50f, null, true);
- Audio.PlayPvs(new SoundPathSpecifier("/Audio/Effects/sparks4.ogg"), component.TargetCoords);
- }
- }
- }
-}
--- /dev/null
+using Robust.Shared.Map;
+using Robust.Shared.Random;
+
+namespace Content.Server.StationEvents.Events;
+
+public sealed class KudzuGrowth : StationEventSystem
+{
+ public override string Prototype => "KudzuGrowth";
+
+ private EntityUid _targetGrid;
+ private Vector2i _targetTile;
+ private EntityCoordinates _targetCoords;
+
+ public override void Started()
+ {
+ base.Started();
+
+ // Pick a place to plant the kudzu.
+ if (TryFindRandomTile(out _targetTile, out _, out _targetGrid, out _targetCoords))
+ {
+ EntityManager.SpawnEntity("Kudzu", _targetCoords);
+ Sawmill.Info($"Spawning a Kudzu at {_targetTile} on {_targetGrid}");
+ }
+
+ // If the kudzu tile selection fails we just let the announcement happen anyways because it's funny and people
+ // will be hunting the non-existent, dangerous plant.
+ }
+}
+++ /dev/null
-using Content.Server.GameTicking.Rules.Components;
-using Content.Server.StationEvents.Components;
-
-namespace Content.Server.StationEvents.Events;
-
-public sealed class KudzuGrowthRule : StationEventSystem<KudzuGrowthRuleComponent>
-{
- protected override void Started(EntityUid uid, KudzuGrowthRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
- {
- base.Started(uid, component, gameRule, args);
-
- // Pick a place to plant the kudzu.
- if (!TryFindRandomTile(out var targetTile, out _, out var targetGrid, out var targetCoords))
- return;
- Spawn("Kudzu", targetCoords);
- Sawmill.Info($"Spawning a Kudzu at {targetTile} on {targetGrid}");
-
- }
-}
--- /dev/null
+using Robust.Server.GameObjects;
+using Robust.Server.Maps;
+using Robust.Shared.Map;
+using Content.Server.GameTicking;
+using Robust.Shared.Prototypes;
+using Content.Server.GameTicking.Rules;
+
+namespace Content.Server.StationEvents.Events;
+
+public sealed class LoneOpsSpawn : StationEventSystem
+{
+ [Dependency] private readonly IMapManager _mapManager = default!;
+ [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
+ [Dependency] private readonly MapLoaderSystem _map = default!;
+ [Dependency] private readonly GameTicker _gameTicker = default!;
+ [Dependency] private readonly NukeopsRuleSystem _nukeopsRuleSystem = default!;
+
+ public override string Prototype => "LoneOpsSpawn";
+ public const string LoneOpsShuttlePath = "Maps/Shuttles/striker.yml";
+ public const string GameRuleProto = "Nukeops";
+
+ public override void Started()
+ {
+ base.Started();
+
+ if (!_nukeopsRuleSystem.CheckLoneOpsSpawn())
+ return;
+
+ var shuttleMap = _mapManager.CreateMap();
+ var options = new MapLoadOptions()
+ {
+ LoadMap = true,
+ };
+
+ _map.TryLoad(shuttleMap, LoneOpsShuttlePath, out var grids, options);
+
+ if (!_prototypeManager.TryIndex<GameRulePrototype>(GameRuleProto, out var ruleProto))
+ return;
+
+ _nukeopsRuleSystem.LoadLoneOpsConfig();
+ _gameTicker.StartGameRule(ruleProto);
+ }
+}
+
+++ /dev/null
-using Robust.Server.GameObjects;
-using Robust.Server.Maps;
-using Robust.Shared.Map;
-using Content.Server.GameTicking;
-using Content.Server.GameTicking.Rules;
-using Content.Server.GameTicking.Rules.Components;
-using Content.Server.StationEvents.Components;
-
-namespace Content.Server.StationEvents.Events;
-
-public sealed class LoneOpsSpawnRule : StationEventSystem<LoneOpsSpawnRuleComponent>
-{
- [Dependency] private readonly IMapManager _mapManager = default!;
- [Dependency] private readonly MapLoaderSystem _map = default!;
- [Dependency] private readonly GameTicker _gameTicker = default!;
- [Dependency] private readonly NukeopsRuleSystem _nukeopsRuleSystem = default!;
-
- protected override void Started(EntityUid uid, LoneOpsSpawnRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
- {
- base.Started(uid, component, gameRule, args);
-
- if (!_nukeopsRuleSystem.CheckLoneOpsSpawn())
- return;
-
- var shuttleMap = _mapManager.CreateMap();
- var options = new MapLoadOptions
- {
- LoadMap = true,
- };
-
- _map.TryLoad(shuttleMap, component.LoneOpsShuttlePath, out _, options);
-
- var nukeopsEntity = _gameTicker.AddGameRule(component.GameRuleProto);
- component.AdditionalRule = nukeopsEntity;
- var nukeopsComp = EntityManager.GetComponent<NukeopsRuleComponent>(nukeopsEntity);
- nukeopsComp.SpawnOutpost = false;
- nukeopsComp.EndsRound = false;
- _gameTicker.StartGameRule(nukeopsEntity);
- }
-
- protected override void Ended(EntityUid uid, LoneOpsSpawnRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
- {
- base.Ended(uid, component, gameRule, args);
-
- if (component.AdditionalRule != null)
- GameTicker.EndGameRule(component.AdditionalRule.Value);
- }
-}
-
-using Content.Server.GameTicking.Rules.Components;
-using Content.Server.StationEvents.Components;
+using Content.Server.GameTicking;
using Content.Shared.Spawners.Components;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
namespace Content.Server.StationEvents.Events
{
- public sealed class MeteorSwarmRule : StationEventSystem<MeteorSwarmRuleComponent>
+ public sealed class MeteorSwarm : StationEventSystem
{
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
- protected override void Started(EntityUid uid, MeteorSwarmRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
- {
- base.Started(uid, component, gameRule, args);
+ public override string Prototype => "MeteorSwarm";
+
+ private float _cooldown;
+
+ /// <summary>
+ /// We'll send a specific amount of waves of meteors towards the station per ending rather than using a timer.
+ /// </summary>
+ private int _waveCounter;
+
+ private const int MinimumWaves = 3;
+ private const int MaximumWaves = 8;
+ private const float MinimumCooldown = 10f;
+ private const float MaximumCooldown = 60f;
+
+ private const int MeteorsPerWave = 5;
+ private const float MeteorVelocity = 10f;
+ private const float MaxAngularVelocity = 0.25f;
+ private const float MinAngularVelocity = -0.25f;
+
+ public override void Started()
+ {
+ base.Started();
var mod = Math.Sqrt(GetSeverityModifier());
- component._waveCounter = (int) (RobustRandom.Next(component.MinimumWaves, component.MaximumWaves) * mod);
+ _waveCounter = (int) (RobustRandom.Next(MinimumWaves, MaximumWaves) * mod);
}
- protected override void ActiveTick(EntityUid uid, MeteorSwarmRuleComponent component, GameRuleComponent gameRule, float frameTime)
+ public override void Ended()
{
- base.ActiveTick(uid, component, gameRule, frameTime);
- if (component._waveCounter <= 0)
+ base.Ended();
+ _waveCounter = 0;
+ _cooldown = 0f;
+ }
+
+ public override void Update(float frameTime)
+ {
+ base.Update(frameTime);
+
+ if (!RuleStarted)
+ return;
+
+ if (_waveCounter <= 0)
{
- ForceEndSelf(uid, gameRule);
+ ForceEndSelf();
return;
}
var mod = GetSeverityModifier();
- component._cooldown -= frameTime;
+ _cooldown -= frameTime;
- if (component._cooldown > 0f)
+ if (_cooldown > 0f)
return;
- component._waveCounter--;
+ _waveCounter--;
- component._cooldown += (component.MaximumCooldown - component.MinimumCooldown) * RobustRandom.NextFloat() / mod + component.MinimumCooldown;
+ _cooldown += (MaximumCooldown - MinimumCooldown) * RobustRandom.NextFloat() / mod + MinimumCooldown;
Box2? playableArea = null;
var mapId = GameTicker.DefaultMap;
if (playableArea == null)
{
- ForceEndSelf(uid, gameRule);
+ ForceEndSelf();
return;
}
var center = playableArea.Value.Center;
- for (var i = 0; i < component.MeteorsPerWave; i++)
+ for (var i = 0; i < MeteorsPerWave; i++)
{
var angle = new Angle(RobustRandom.NextFloat() * MathF.Tau);
var offset = angle.RotateVec(new Vector2((maximumDistance - minimumDistance) * RobustRandom.NextFloat() + minimumDistance, 0));
_physics.SetBodyStatus(physics, BodyStatus.InAir);
_physics.SetLinearDamping(physics, 0f);
_physics.SetAngularDamping(physics, 0f);
- _physics.ApplyLinearImpulse(meteor, -offset.Normalized * component.MeteorVelocity * physics.Mass, body: physics);
+ _physics.ApplyLinearImpulse(meteor, -offset.Normalized * MeteorVelocity * physics.Mass, body: physics);
_physics.ApplyAngularImpulse(
meteor,
- physics.Mass * ((component.MaxAngularVelocity - component.MinAngularVelocity) * RobustRandom.NextFloat() + component.MinAngularVelocity),
+ physics.Mass * ((MaxAngularVelocity - MinAngularVelocity) * RobustRandom.NextFloat() + MinAngularVelocity),
body: physics);
EnsureComp<TimedDespawnComponent>(meteor).Lifetime = 120f;
using System.Linq;
-using Content.Server.GameTicking.Rules.Components;
using Content.Server.StationEvents.Components;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
-public sealed class MouseMigrationRule : StationEventSystem<MouseMigrationRuleComponent>
+public sealed class MouseMigration : StationEventSystem
{
- protected override void Started(EntityUid uid, MouseMigrationRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public static List<string> SpawnedPrototypeChoices = new List<string>() //we double up for that ez fake probability
+ {"MobMouse", "MobMouse1", "MobMouse2", "MobRatServant"};
+
+ public override string Prototype => "MouseMigration";
+
+ public override void Started()
{
- base.Started(uid, component, gameRule, args);
+ base.Started();
var modifier = GetSeverityModifier();
// sqrt so we dont get insane values for ramping events
var spawnAmount = (int) (RobustRandom.Next(7, 15) * Math.Sqrt(modifier)); // A small colony of critters.
- for (var i = 0; i < spawnAmount && i < spawnLocations.Count - 1; i++)
+ for (int i = 0; i < spawnAmount && i < spawnLocations.Count - 1; i++)
{
- var spawnChoice = RobustRandom.Pick(component.SpawnedPrototypeChoices);
+ var spawnChoice = RobustRandom.Pick(SpawnedPrototypeChoices);
if (RobustRandom.Prob(Math.Min(0.01f * modifier, 1.0f)) || i == 0) //small chance for multiple, but always at least 1
spawnChoice = "SpawnPointGhostRatKing";
--- /dev/null
+using Content.Server.Power.Components;
+using JetBrains.Annotations;
+using Robust.Shared.Audio;
+using Robust.Shared.Player;
+using Robust.Shared.Utility;
+using System.Threading;
+using Content.Server.Power.EntitySystems;
+using Timer = Robust.Shared.Timing.Timer;
+using System.Linq;
+using Robust.Shared.Random;
+using Content.Server.Station.Components;
+
+namespace Content.Server.StationEvents.Events
+{
+ [UsedImplicitly]
+ public sealed class PowerGridCheck : StationEventSystem
+ {
+ [Dependency] private readonly ApcSystem _apcSystem = default!;
+ [Dependency] private readonly SharedAudioSystem _audioSystem = default!;
+
+ public override string Prototype => "PowerGridCheck";
+
+ private CancellationTokenSource? _announceCancelToken;
+
+ private readonly List<EntityUid> _powered = new();
+ private readonly List<EntityUid> _unpowered = new();
+
+ private const float SecondsUntilOff = 30.0f;
+
+ private int _numberPerSecond = 0;
+ private float UpdateRate => 1.0f / _numberPerSecond;
+ private float _frameTimeAccumulator = 0.0f;
+ private float _endAfter = 0.0f;
+
+ public override void Added()
+ {
+ base.Added();
+ _endAfter = RobustRandom.Next(60, 120);
+ }
+
+ public override void Started()
+ {
+ if (StationSystem.Stations.Count == 0)
+ return;
+ var chosenStation = RobustRandom.Pick(StationSystem.Stations.ToList());
+
+ foreach (var (apc, transform) in EntityQuery<ApcComponent, TransformComponent>(true))
+ {
+ if (apc.MainBreakerEnabled && CompOrNull<StationMemberComponent>(transform.GridUid)?.Station == chosenStation)
+ _powered.Add(apc.Owner);
+ }
+
+ RobustRandom.Shuffle(_powered);
+
+ _numberPerSecond = Math.Max(1, (int)(_powered.Count / SecondsUntilOff)); // Number of APCs to turn off every second. At least one.
+
+ base.Started();
+ }
+
+ public override void Update(float frameTime)
+ {
+ base.Update(frameTime);
+
+ if (!RuleStarted)
+ return;
+
+ if (Elapsed > _endAfter)
+ {
+ ForceEndSelf();
+ return;
+ }
+
+ var updates = 0;
+ _frameTimeAccumulator += frameTime;
+ if (_frameTimeAccumulator > UpdateRate)
+ {
+ updates = (int) (_frameTimeAccumulator / UpdateRate);
+ _frameTimeAccumulator -= UpdateRate * updates;
+ }
+
+ for (var i = 0; i < updates; i++)
+ {
+ if (_powered.Count == 0)
+ break;
+
+ var selected = _powered.Pop();
+ if (EntityManager.Deleted(selected)) continue;
+ if (EntityManager.TryGetComponent<ApcComponent>(selected, out var apcComponent))
+ {
+ if (apcComponent.MainBreakerEnabled)
+ _apcSystem.ApcToggleBreaker(selected, apcComponent);
+ }
+ _unpowered.Add(selected);
+ }
+ }
+
+ public override void Ended()
+ {
+ foreach (var entity in _unpowered)
+ {
+ if (EntityManager.Deleted(entity)) continue;
+
+ if (EntityManager.TryGetComponent(entity, out ApcComponent? apcComponent))
+ {
+ if(!apcComponent.MainBreakerEnabled)
+ _apcSystem.ApcToggleBreaker(entity, apcComponent);
+ }
+ }
+
+ // Can't use the default EndAudio
+ _announceCancelToken?.Cancel();
+ _announceCancelToken = new CancellationTokenSource();
+ Timer.Spawn(3000, () =>
+ {
+ _audioSystem.PlayGlobal("/Audio/Announcements/power_on.ogg", Filter.Broadcast(), true, AudioParams.Default.WithVolume(-4f));
+ }, _announceCancelToken.Token);
+ _unpowered.Clear();
+
+ base.Ended();
+ }
+ }
+}
+++ /dev/null
-using Content.Server.Power.Components;
-using JetBrains.Annotations;
-using Robust.Shared.Audio;
-using Robust.Shared.Player;
-using Robust.Shared.Utility;
-using System.Threading;
-using Content.Server.Power.EntitySystems;
-using Timer = Robust.Shared.Timing.Timer;
-using System.Linq;
-using Content.Server.GameTicking.Rules.Components;
-using Robust.Shared.Random;
-using Content.Server.Station.Components;
-using Content.Server.StationEvents.Components;
-
-namespace Content.Server.StationEvents.Events
-{
- [UsedImplicitly]
- public sealed class PowerGridCheckRule : StationEventSystem<PowerGridCheckRuleComponent>
- {
- [Dependency] private readonly ApcSystem _apcSystem = default!;
-
- protected override void Started(EntityUid uid, PowerGridCheckRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
- {
- base.Started(uid, component, gameRule, args);
-
- if (StationSystem.Stations.Count == 0)
- return;
- var chosenStation = RobustRandom.Pick(StationSystem.Stations.ToList());
-
- foreach (var (apc, transform) in EntityQuery<ApcComponent, TransformComponent>(true))
- {
- if (apc.MainBreakerEnabled && CompOrNull<StationMemberComponent>(transform.GridUid)?.Station == chosenStation)
- component.Powered.Add(apc.Owner);
- }
-
- RobustRandom.Shuffle(component.Powered);
-
- component.NumberPerSecond = Math.Max(1, (int)(component.Powered.Count / component.SecondsUntilOff)); // Number of APCs to turn off every second. At least one.
- }
-
- protected override void Ended(EntityUid uid, PowerGridCheckRuleComponent component, GameRuleComponent gameRule, GameRuleEndedEvent args)
- {
- base.Ended(uid, component, gameRule, args);
-
- foreach (var entity in component.Unpowered)
- {
- if (Deleted(entity))
- continue;
-
- if (TryComp(entity, out ApcComponent? apcComponent))
- {
- if(!apcComponent.MainBreakerEnabled)
- _apcSystem.ApcToggleBreaker(entity, apcComponent);
- }
- }
-
- // Can't use the default EndAudio
- component.AnnounceCancelToken?.Cancel();
- component.AnnounceCancelToken = new CancellationTokenSource();
- Timer.Spawn(3000, () =>
- {
- Audio.PlayGlobal("/Audio/Announcements/power_on.ogg", Filter.Broadcast(), true, AudioParams.Default.WithVolume(-4f));
- }, component.AnnounceCancelToken.Token);
- component.Unpowered.Clear();
- }
-
- protected override void ActiveTick(EntityUid uid, PowerGridCheckRuleComponent component, GameRuleComponent gameRule, float frameTime)
- {
- base.ActiveTick(uid, component, gameRule, frameTime);
-
- var updates = 0;
- component.FrameTimeAccumulator += frameTime;
- if (component.FrameTimeAccumulator > component.UpdateRate)
- {
- updates = (int) (component.FrameTimeAccumulator / component.UpdateRate);
- component.FrameTimeAccumulator -= component.UpdateRate * updates;
- }
-
- for (var i = 0; i < updates; i++)
- {
- if (component.Powered.Count == 0)
- break;
-
- var selected = component.Powered.Pop();
- if (Deleted(selected))
- continue;
- if (TryComp<ApcComponent>(selected, out var apcComponent))
- {
- if (apcComponent.MainBreakerEnabled)
- _apcSystem.ApcToggleBreaker(selected, apcComponent);
- }
- component.Unpowered.Add(selected);
- }
- }
- }
-}
using System.Linq;
using Content.Server.Chat.Systems;
-using Content.Server.GameTicking.Rules.Components;
using Content.Server.Ghost.Roles.Components;
using Content.Server.Station.Systems;
using Content.Server.StationEvents.Components;
namespace Content.Server.StationEvents.Events;
-public sealed class RandomSentienceRule : StationEventSystem<RandomSentienceRuleComponent>
+public sealed class RandomSentience : StationEventSystem
{
- protected override void Started(EntityUid uid, RandomSentienceRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override string Prototype => "RandomSentience";
+
+ public override void Started()
{
+ base.Started();
HashSet<EntityUid> stationsToNotify = new();
var mod = GetSeverityModifier();
- var targetList = EntityQuery<SentienceTargetComponent>().ToList();
+ var targetList = EntityManager.EntityQuery<SentienceTargetComponent>().ToList();
RobustRandom.Shuffle(targetList);
var toMakeSentient = (int) (RobustRandom.Next(2, 5) * Math.Sqrt(mod));
if (toMakeSentient-- == 0)
break;
- RemComp<SentienceTargetComponent>(target.Owner);
- var ghostRole = EnsureComp<GhostRoleComponent>(target.Owner);
- EnsureComp<GhostTakeoverAvailableComponent>(target.Owner);
- ghostRole.RoleName = MetaData(target.Owner).EntityName;
+ EntityManager.RemoveComponent<SentienceTargetComponent>(target.Owner);
+ var ghostRole = AddComp<GhostRoleComponent>(target.Owner);
+ AddComp<GhostTakeoverAvailableComponent>(target.Owner);
+ ghostRole.RoleName = EntityManager.GetComponent<MetaDataComponent>(target.Owner).EntityName;
ghostRole.RoleDescription = Loc.GetString("station-event-random-sentience-role-description", ("name", ghostRole.RoleName));
groups.Add(Loc.GetString(target.FlavorKind));
}
var kind2 = groupList.Count > 1 ? groupList[1] : "???";
var kind3 = groupList.Count > 2 ? groupList[2] : "???";
+ var entSysMgr = IoCManager.Resolve<IEntitySystemManager>();
+ var stationSystem = entSysMgr.GetEntitySystem<StationSystem>();
+ var chatSystem = entSysMgr.GetEntitySystem<ChatSystem>();
foreach (var target in targetList)
{
- var station = StationSystem.GetOwningStation(target.Owner);
+ var station = stationSystem.GetOwningStation(target.Owner);
if(station == null) continue;
stationsToNotify.Add((EntityUid) station);
}
foreach (var station in stationsToNotify)
{
- ChatSystem.DispatchStationAnnouncement(
+ chatSystem.DispatchStationAnnouncement(
station,
Loc.GetString("station-event-random-sentience-announcement",
("kind1", kind1), ("kind2", kind2), ("kind3", kind3), ("amount", groupList.Count),
--- /dev/null
+namespace Content.Server.StationEvents.Events;
+
+public sealed class RevenantSpawn : StationEventSystem
+{
+ public override string Prototype => "RevenantSpawn";
+ private static readonly string RevenantPrototype = "MobRevenant";
+
+ public override void Started()
+ {
+ base.Started();
+
+ if (TryFindRandomTile(out _, out _, out _, out var coords))
+ {
+ Sawmill.Info($"Spawning revenant at {coords}");
+ EntityManager.SpawnEntity(RevenantPrototype, coords);
+ }
+ }
+}
+++ /dev/null
-using Content.Server.GameTicking.Rules.Components;
-using Content.Server.StationEvents.Components;
-
-namespace Content.Server.StationEvents.Events;
-
-public sealed class RevenantSpawnRule : StationEventSystem<RevenantSpawnRuleComponent>
-{
- protected override void Started(EntityUid uid, RevenantSpawnRuleComponent component, GameRuleComponent gameRule,
- GameRuleStartedEvent args)
- {
- base.Started(uid, component, gameRule, args);
-
- if (TryFindRandomTile(out _, out _, out _, out var coords))
- {
- Sawmill.Info($"Spawning revenant at {coords}");
- Spawn(component.RevenantPrototype, coords);
- }
- }
-}
--- /dev/null
+using Content.Server.GameTicking.Rules.Configurations;
+using Content.Server.Radio.Components;
+using Content.Server.Radio;
+using Robust.Shared.Random;
+using Content.Server.Light.EntitySystems;
+using Content.Server.Light.Components;
+using Content.Shared.Radio.Components;
+using Content.Shared.Doors.Components;
+using Content.Shared.Doors.Systems;
+
+namespace Content.Server.StationEvents.Events;
+
+public sealed class SolarFlare : StationEventSystem
+{
+ [Dependency] private readonly PoweredLightSystem _poweredLight = default!;
+ [Dependency] private readonly SharedDoorSystem _door = default!;
+
+ public override string Prototype => "SolarFlare";
+
+ private SolarFlareEventRuleConfiguration _event = default!;
+ private float _effectTimer = 0;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+ SubscribeLocalEvent<RadioReceiveAttemptEvent>(OnRadioSendAttempt);
+ }
+
+ public override void Added()
+ {
+ base.Added();
+
+ if (Configuration is not SolarFlareEventRuleConfiguration ev)
+ return;
+
+ _event = ev;
+ _event.EndAfter = RobustRandom.Next(ev.MinEndAfter, ev.MaxEndAfter);
+ }
+
+ public override void Update(float frameTime)
+ {
+ base.Update(frameTime);
+
+ if (!RuleStarted)
+ return;
+
+ _effectTimer -= frameTime;
+ if (_effectTimer < 0)
+ {
+ _effectTimer += 1;
+ var lightQuery = EntityQueryEnumerator<PoweredLightComponent>();
+ while (lightQuery.MoveNext(out var uid, out var light))
+ {
+ if (RobustRandom.Prob(_event.LightBreakChancePerSecond))
+ _poweredLight.TryDestroyBulb(uid, light);
+ }
+ var airlockQuery = EntityQueryEnumerator<AirlockComponent, DoorComponent>();
+ while (airlockQuery.MoveNext(out var uid, out var airlock, out var door))
+ {
+ if (airlock.AutoClose && RobustRandom.Prob(_event.DoorToggleChancePerSecond))
+ _door.TryToggleDoor(uid, door);
+ }
+ }
+
+ if (Elapsed > _event.EndAfter)
+ {
+ ForceEndSelf();
+ return;
+ }
+ }
+
+ private void OnRadioSendAttempt(ref RadioReceiveAttemptEvent args)
+ {
+ if (RuleStarted && _event.AffectedChannels.Contains(args.Channel.ID))
+ if (!_event.OnlyJamHeadsets || (HasComp<HeadsetComponent>(args.RadioReceiver) || HasComp<HeadsetComponent>(args.RadioSource)))
+ args.Cancelled = true;
+ }
+}
+++ /dev/null
-using Content.Server.GameTicking.Rules.Components;
-using Content.Server.Radio;
-using Robust.Shared.Random;
-using Content.Server.Light.EntitySystems;
-using Content.Server.Light.Components;
-using Content.Server.StationEvents.Components;
-using Content.Shared.Radio.Components;
-using Content.Shared.Doors.Components;
-using Content.Shared.Doors.Systems;
-
-namespace Content.Server.StationEvents.Events;
-
-public sealed class SolarFlareRule : StationEventSystem<SolarFlareRuleComponent>
-{
- [Dependency] private readonly PoweredLightSystem _poweredLight = default!;
- [Dependency] private readonly SharedDoorSystem _door = default!;
-
- private float _effectTimer = 0;
-
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<RadioReceiveAttemptEvent>(OnRadioSendAttempt);
- }
-
- protected override void ActiveTick(EntityUid uid, SolarFlareRuleComponent component, GameRuleComponent gameRule, float frameTime)
- {
- base.ActiveTick(uid, component, gameRule, frameTime);
-
- _effectTimer -= frameTime;
- if (_effectTimer < 0)
- {
- _effectTimer += 1;
- var lightQuery = EntityQueryEnumerator<PoweredLightComponent>();
- while (lightQuery.MoveNext(out var lightEnt, out var light))
- {
- if (RobustRandom.Prob(component.LightBreakChancePerSecond))
- _poweredLight.TryDestroyBulb(lightEnt, light);
- }
- var airlockQuery = EntityQueryEnumerator<AirlockComponent, DoorComponent>();
- while (airlockQuery.MoveNext(out var airlockEnt, out var airlock, out var door))
- {
- if (airlock.AutoClose && RobustRandom.Prob(component.DoorToggleChancePerSecond))
- _door.TryToggleDoor(airlockEnt, door);
- }
- }
- }
-
- private void OnRadioSendAttempt(ref RadioReceiveAttemptEvent args)
- {
- var query = EntityQueryEnumerator<SolarFlareRuleComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var flare, out var gameRule))
- {
- if (!GameTicker.IsGameRuleActive(uid, gameRule))
- continue;
-
- if (!flare.AffectedChannels.Contains(args.Channel.ID))
- continue;
-
- if (!flare.OnlyJamHeadsets || (HasComp<HeadsetComponent>(args.RadioReceiver) || HasComp<HeadsetComponent>(args.RadioSource)))
- args.Cancelled = true;
- }
- }
-}
--- /dev/null
+using Content.Server.StationEvents.Components;
+using Content.Shared.Actions;
+using Robust.Shared.Random;
+using System.Linq;
+
+namespace Content.Server.StationEvents.Events;
+
+public sealed class SpiderSpawn : StationEventSystem
+{
+ public override string Prototype => "SpiderSpawn";
+
+ public override void Started()
+ {
+ base.Started();
+ var spawnLocations = EntityManager.EntityQuery<VentCritterSpawnLocationComponent>().ToList();
+ RobustRandom.Shuffle(spawnLocations);
+
+ var mod = Math.Sqrt(GetSeverityModifier());
+
+ var spawnAmount = (int) (RobustRandom.Next(4, 8) * mod);
+ Sawmill.Info($"Spawning {spawnAmount} of spiders");
+ foreach (var location in spawnLocations)
+ {
+ if (spawnAmount-- == 0)
+ break;
+
+ var coords = EntityManager.GetComponent<TransformComponent>(location.Owner);
+
+ EntityManager.SpawnEntity("MobGiantSpiderAngry", coords.Coordinates);
+ }
+ }
+}
+++ /dev/null
-using Content.Server.StationEvents.Components;
-using System.Linq;
-using Content.Server.GameTicking.Rules.Components;
-
-namespace Content.Server.StationEvents.Events;
-
-public sealed class SpiderSpawnRule : StationEventSystem<SpiderSpawnRuleComponent>
-{
- protected override void Started(EntityUid uid, SpiderSpawnRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
- {
- base.Started(uid, component, gameRule, args);
- var spawnLocations = EntityQuery<VentCritterSpawnLocationComponent>().ToList();
- RobustRandom.Shuffle(spawnLocations);
-
- var mod = Math.Sqrt(GetSeverityModifier());
-
- var spawnAmount = (int) (RobustRandom.Next(4, 8) * mod);
- Sawmill.Info($"Spawning {spawnAmount} of spiders");
- foreach (var location in spawnLocations)
- {
- if (spawnAmount-- == 0)
- break;
-
- var xform = Transform(location.Owner);
- Spawn("MobGiantSpiderAngry", xform.Coordinates);
- }
- }
-}
+using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Chat.Systems;
using Content.Server.GameTicking.Rules;
-using Content.Server.GameTicking.Rules.Components;
+using Content.Server.GameTicking.Rules.Configurations;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
-using Content.Server.StationEvents.Components;
using Content.Shared.Database;
+using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
-using Robust.Shared.Timing;
-namespace Content.Server.StationEvents.Events;
-
-/// <summary>
-/// An abstract entity system inherited by all station events for their behavior.
-/// </summary>
-public abstract class StationEventSystem<T> : GameRuleSystem<T> where T : Component
+namespace Content.Server.StationEvents.Events
{
- [Dependency] protected readonly IAdminLogManager AdminLogManager = default!;
- [Dependency] private readonly IGameTiming _timing = default!;
- [Dependency] protected readonly IMapManager MapManager = default!;
- [Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
- [Dependency] protected readonly IRobustRandom RobustRandom = default!;
- [Dependency] private readonly AtmosphereSystem _atmosphere = default!;
- [Dependency] protected readonly ChatSystem ChatSystem = default!;
- [Dependency] protected readonly SharedAudioSystem Audio = default!;
- [Dependency] private readonly SharedTransformSystem _transform = default!;
- [Dependency] protected readonly StationSystem StationSystem = default!;
-
- protected ISawmill Sawmill = default!;
-
- public override void Initialize()
- {
- base.Initialize();
-
- Sawmill = Logger.GetSawmill("stationevents");
- }
-
- /// <inheritdoc/>
- protected override void Added(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleAddedEvent args)
+ /// <summary>
+ /// An abstract entity system inherited by all station events for their behavior.
+ /// </summary>
+ public abstract class StationEventSystem : GameRuleSystem
{
- base.Added(uid, component, gameRule, args);
-
- if (!TryComp<StationEventComponent>(uid, out var stationEvent))
- return;
+ [Dependency] protected readonly IRobustRandom RobustRandom = default!;
+ [Dependency] protected readonly IAdminLogManager AdminLogManager = default!;
+ [Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
+ [Dependency] protected readonly IMapManager MapManager = default!;
+ [Dependency] private readonly AtmosphereSystem _atmosphere = default!;
+ [Dependency] protected readonly ChatSystem ChatSystem = default!;
+ [Dependency] protected readonly StationSystem StationSystem = default!;
+
+ protected ISawmill Sawmill = default!;
+
+ /// <summary>
+ /// How long has the event existed. Do not change this.
+ /// </summary>
+ protected float Elapsed { get; set; }
+
+ public override void Initialize()
+ {
+ base.Initialize();
- AdminLogManager.Add(LogType.EventAnnounced, $"Event added / announced: {ToPrettyString(uid)}");
+ Sawmill = Logger.GetSawmill("stationevents");
+ }
- if (stationEvent.StartAnnouncement != null)
+ /// <summary>
+ /// Called once to setup the event after StartAfter has elapsed, or if an event is forcibly started.
+ /// </summary>
+ public override void Started()
{
- ChatSystem.DispatchGlobalAnnouncement(Loc.GetString(stationEvent.StartAnnouncement), playSound: false, colorOverride: Color.Gold);
+ AdminLogManager.Add(LogType.EventStarted, LogImpact.High, $"Event started: {Configuration.Id}");
}
- Audio.PlayGlobal(stationEvent.StartAudio, Filter.Broadcast(), true);
- stationEvent.StartTime = _timing.CurTime + stationEvent.StartDelay;
- }
+ /// <summary>
+ /// Called once as soon as an event is added, for announcements.
+ /// Can also be used for some initial setup.
+ /// </summary>
+ public override void Added()
+ {
+ AdminLogManager.Add(LogType.EventAnnounced, $"Event added / announced: {Configuration.Id}");
- /// <inheritdoc/>
- protected override void Started(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleStartedEvent args)
- {
- base.Started(uid, component, gameRule, args);
+ if (Configuration is not StationEventRuleConfiguration ev)
+ return;
- if (!TryComp<StationEventComponent>(uid, out var stationEvent))
- return;
+ if (ev.StartAnnouncement != null)
+ {
+ ChatSystem.DispatchGlobalAnnouncement(Loc.GetString(ev.StartAnnouncement), playSound: false, colorOverride: Color.Gold);
+ }
- AdminLogManager.Add(LogType.EventStarted, LogImpact.High, $"Event started: {ToPrettyString(uid)}");
- var duration = stationEvent.MaxDuration == null
- ? stationEvent.Duration
- : TimeSpan.FromSeconds(RobustRandom.NextDouble(stationEvent.Duration.TotalSeconds,
- stationEvent.MaxDuration.Value.TotalSeconds));
- stationEvent.EndTime = _timing.CurTime + duration;
- }
+ if (ev.StartAudio != null)
+ {
+ SoundSystem.Play(ev.StartAudio.GetSound(), Filter.Broadcast(), ev.StartAudio.Params);
+ }
- /// <inheritdoc/>
- protected override void Ended(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleEndedEvent args)
- {
- base.Ended(uid, component, gameRule, args);
+ Elapsed = 0;
+ }
- if (!TryComp<StationEventComponent>(uid, out var stationEvent))
- return;
+ /// <summary>
+ /// Called once when the station event ends for any reason.
+ /// </summary>
+ public override void Ended()
+ {
+ AdminLogManager.Add(LogType.EventStopped, $"Event ended: {Configuration.Id}");
- AdminLogManager.Add(LogType.EventStopped, $"Event ended: {ToPrettyString(uid)}");
+ if (Configuration is not StationEventRuleConfiguration ev)
+ return;
- if (stationEvent.EndAnnouncement != null)
- {
- ChatSystem.DispatchGlobalAnnouncement(Loc.GetString(stationEvent.EndAnnouncement), playSound: false, colorOverride: Color.Gold);
- }
+ if (ev.EndAnnouncement != null)
+ {
+ ChatSystem.DispatchGlobalAnnouncement(Loc.GetString(ev.EndAnnouncement), playSound: false, colorOverride: Color.Gold);
+ }
- Audio.PlayGlobal(stationEvent.EndAudio, Filter.Broadcast(), true);
- }
+ if (ev.EndAudio != null)
+ {
+ SoundSystem.Play(ev.EndAudio.GetSound(), Filter.Broadcast(), ev.EndAudio.Params);
+ }
+ }
- /// <summary>
- /// Called every tick when this event is running.
- /// Events are responsible for their own lifetime, so this handles starting and ending after time.
- /// </summary>
- /// <inheritdoc/>
- public override void Update(float frameTime)
- {
- var query = EntityQueryEnumerator<StationEventComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var stationEvent, out var ruleData))
+ /// <summary>
+ /// Called every tick when this event is running.
+ /// Events are responsible for their own lifetime, so this handles starting and ending after time.
+ /// </summary>
+ public override void Update(float frameTime)
{
- if (!GameTicker.IsGameRuleAdded(uid, ruleData))
- continue;
+ if (!RuleAdded || Configuration is not StationEventRuleConfiguration data)
+ return;
+
+ Elapsed += frameTime;
- if (!GameTicker.IsGameRuleActive(uid, ruleData) && _timing.CurTime >= stationEvent.StartTime)
+ if (!RuleStarted && Elapsed >= data.StartAfter)
{
- GameTicker.StartGameRule(uid, ruleData);
+ GameTicker.StartGameRule(PrototypeManager.Index<GameRulePrototype>(Prototype));
}
- else if (GameTicker.IsGameRuleActive(uid, ruleData) && _timing.CurTime >= stationEvent.EndTime)
+
+ if (RuleStarted && Elapsed >= data.EndAfter)
{
- GameTicker.EndGameRule(uid, ruleData);
+ GameTicker.EndGameRule(PrototypeManager.Index<GameRulePrototype>(Prototype));
}
}
- }
-
- #region Helper Functions
-
- protected void ForceEndSelf(EntityUid uid, GameRuleComponent? component = null)
- {
- GameTicker.EndGameRule(uid, component);
- }
- protected bool TryFindRandomTile(out Vector2i tile, out EntityUid targetStation, out EntityUid targetGrid, out EntityCoordinates targetCoords)
- {
- tile = default;
+ #region Helper Functions
- targetCoords = EntityCoordinates.Invalid;
- if (StationSystem.Stations.Count == 0)
+ protected void ForceEndSelf()
{
- targetStation = EntityUid.Invalid;
- targetGrid = EntityUid.Invalid;
- return false;
+ GameTicker.EndGameRule(PrototypeManager.Index<GameRulePrototype>(Prototype));
}
- targetStation = RobustRandom.Pick(StationSystem.Stations);
- var possibleTargets = Comp<StationDataComponent>(targetStation).Grids;
- if (possibleTargets.Count == 0)
+
+ protected bool TryFindRandomTile(out Vector2i tile, out EntityUid targetStation, out EntityUid targetGrid, out EntityCoordinates targetCoords)
{
- targetGrid = EntityUid.Invalid;
- return false;
- }
+ tile = default;
- targetGrid = RobustRandom.Pick(possibleTargets);
+ targetCoords = EntityCoordinates.Invalid;
+ if (StationSystem.Stations.Count == 0)
+ {
+ targetStation = EntityUid.Invalid;
+ targetGrid = EntityUid.Invalid;
+ return false;
+ }
+ targetStation = RobustRandom.Pick(StationSystem.Stations);
+ var possibleTargets = Comp<StationDataComponent>(targetStation).Grids;
+ if (possibleTargets.Count == 0)
+ {
+ targetGrid = EntityUid.Invalid;
+ return false;
+ }
- if (!TryComp<MapGridComponent>(targetGrid, out var gridComp))
- return false;
+ targetGrid = RobustRandom.Pick(possibleTargets);
- var found = false;
- var (gridPos, _, gridMatrix) = _transform.GetWorldPositionRotationMatrix(targetGrid);
- var gridBounds = gridMatrix.TransformBox(gridComp.LocalAABB);
+ if (!TryComp<MapGridComponent>(targetGrid, out var gridComp))
+ return false;
- for (var i = 0; i < 10; i++)
- {
- var randomX = RobustRandom.Next((int) gridBounds.Left, (int) gridBounds.Right);
- var randomY = RobustRandom.Next((int) gridBounds.Bottom, (int) gridBounds.Top);
+ var found = false;
+ var (gridPos, _, gridMatrix) = Transform(targetGrid).GetWorldPositionRotationMatrix();
+ var gridBounds = gridMatrix.TransformBox(gridComp.LocalAABB);
- tile = new Vector2i(randomX - (int) gridPos.X, randomY - (int) gridPos.Y);
- if (_atmosphere.IsTileSpace(targetGrid, Transform(targetGrid).MapUid, tile,
- mapGridComp: gridComp)
- || _atmosphere.IsTileAirBlocked(targetGrid, tile, mapGridComp: gridComp))
+ for (var i = 0; i < 10; i++)
{
- continue;
+ var randomX = RobustRandom.Next((int) gridBounds.Left, (int) gridBounds.Right);
+ var randomY = RobustRandom.Next((int) gridBounds.Bottom, (int) gridBounds.Top);
+
+ tile = new Vector2i(randomX - (int) gridPos.X, randomY - (int) gridPos.Y);
+ if (_atmosphere.IsTileSpace(gridComp.Owner, Transform(targetGrid).MapUid, tile,
+ mapGridComp: gridComp)
+ || _atmosphere.IsTileAirBlocked(gridComp.Owner, tile, mapGridComp: gridComp))
+ {
+ continue;
+ }
+
+ found = true;
+ targetCoords = gridComp.GridTileToLocal(tile);
+ break;
}
- found = true;
- targetCoords = gridComp.GridTileToLocal(tile);
- break;
+ if (!found) return false;
+
+ return true;
}
- return found;
- }
- public float GetSeverityModifier()
- {
- var ev = new GetSeverityModifierEvent();
- RaiseLocalEvent(ev);
- return ev.Modifier;
- }
+ public static GameRulePrototype GetRandomEventUnweighted(IPrototypeManager? prototypeManager = null, IRobustRandom? random = null)
+ {
+ IoCManager.Resolve(ref prototypeManager, ref random);
- #endregion
-}
+ return random.Pick(prototypeManager.EnumeratePrototypes<GameRulePrototype>()
+ .Where(p => p.Configuration is StationEventRuleConfiguration).ToArray());
+ }
+
+ public float GetSeverityModifier()
+ {
+ var ev = new GetSeverityModifierEvent();
+ RaiseLocalEvent(ev);
+ return ev.Modifier;
+ }
+
+ #endregion
+ }
-/// <summary>
-/// Raised broadcast to determine what the severity modifier should be for an event, some positive number that can be multiplied with various things.
-/// Handled by usually other game rules (like the ramping scheduler).
-/// Most events should try and make use of this if possible.
-/// </summary>
-public sealed class GetSeverityModifierEvent : EntityEventArgs
-{
/// <summary>
- /// Should be multiplied/added to rather than set, for commutativity.
+ /// Raised broadcast to determine what the severity modifier should be for an event, some positive number that can be multiplied with various things.
+ /// Handled by usually other game rules (like the ramping scheduler).
+ /// Most events should try and make use of this if possible.
/// </summary>
- public float Modifier = 1.0f;
+ public sealed class GetSeverityModifierEvent : EntityEventArgs
+ {
+ /// <summary>
+ /// Should be multiplied/added to rather than set, for commutativity.
+ /// </summary>
+ public float Modifier = 1.0f;
+ }
}
using System.Linq;
using Content.Server.Chemistry.Components;
using Content.Server.Fluids.EntitySystems;
-using Content.Server.GameTicking.Rules.Components;
-using Content.Server.StationEvents.Components;
+using Robust.Server.GameObjects;
namespace Content.Server.StationEvents.Events;
[UsedImplicitly]
-public sealed class VentClogRule : StationEventSystem<VentClogRuleComponent>
+public sealed class VentClog : StationEventSystem
{
- [Dependency] private readonly SmokeSystem _smoke = default!;
+ public override string Prototype => "VentClog";
- protected override void Started(EntityUid uid, VentClogRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public readonly IReadOnlyList<string> SafeishVentChemicals = new[]
{
- base.Started(uid, component, gameRule, args);
+ "Water", "Blood", "Slime", "SpaceDrugs", "SpaceCleaner", "Nutriment", "Sugar", "SpaceLube", "Ephedrine", "Ale", "Beer"
+ };
+
+ public override void Started()
+ {
+ base.Started();
if (StationSystem.Stations.Count == 0)
return;
}
else
{
- solution.AddReagent(RobustRandom.Pick(component.SafeishVentChemicals), 200);
+ solution.AddReagent(RobustRandom.Pick(SafeishVentChemicals), 200);
}
var foamEnt = Spawn("Foam", transform.Coordinates);
var smoke = EnsureComp<SmokeComponent>(foamEnt);
smoke.SpreadAmount = 20;
- _smoke.Start(foamEnt, smoke, solution, 20f);
- Audio.PlayPvs(sound, transform.Coordinates);
+ EntityManager.System<SmokeSystem>().Start(foamEnt, smoke, solution, 20f);
+ EntityManager.System<AudioSystem>().PlayPvs(sound, transform.Coordinates);
}
}
+
}
--- /dev/null
+using Content.Server.StationEvents.Components;
+using Content.Shared.Actions;
+using Robust.Shared.Random;
+using System.Linq;
+
+namespace Content.Server.StationEvents.Events;
+
+public sealed class VentCritters : StationEventSystem
+{
+ public static List<string> SpawnedPrototypeChoices = new List<string>()
+ {"MobMouse", "MobMouse1", "MobMouse2"};
+
+ public override string Prototype => "VentCritters";
+
+ public override void Started()
+ {
+ base.Started();
+ var spawnChoice = RobustRandom.Pick(SpawnedPrototypeChoices);
+ var spawnLocations = EntityManager.EntityQuery<VentCritterSpawnLocationComponent>().ToList();
+ RobustRandom.Shuffle(spawnLocations);
+
+ var spawnAmount = (int) (RobustRandom.Next(4, 12)); // A small colony of critters.
+ Sawmill.Info($"Spawning {spawnAmount} of {spawnChoice}");
+ foreach (var location in spawnLocations)
+ {
+ if (spawnAmount-- == 0)
+ break;
+
+ var coords = EntityManager.GetComponent<TransformComponent>(location.Owner);
+
+ EntityManager.SpawnEntity(spawnChoice, coords.Coordinates);
+ }
+ }
+}
+++ /dev/null
-using Content.Server.StationEvents.Components;
-using Robust.Shared.Random;
-using System.Linq;
-using Content.Server.GameTicking.Rules.Components;
-
-namespace Content.Server.StationEvents.Events;
-
-public sealed class VentCrittersRule : StationEventSystem<VentCrittersRuleComponent>
-{
- protected override void Started(EntityUid uid, VentCrittersRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
- {
- base.Started(uid, component, gameRule, args);
-
- var spawnChoice = RobustRandom.Pick(component.SpawnedPrototypeChoices);
- var spawnLocations = EntityManager.EntityQuery<VentCritterSpawnLocationComponent>().ToList();
- RobustRandom.Shuffle(spawnLocations);
-
- var spawnAmount = RobustRandom.Next(4, 12); // A small colony of critters.
- Sawmill.Info($"Spawning {spawnAmount} of {spawnChoice}");
- foreach (var location in spawnLocations)
- {
- if (spawnAmount-- == 0)
- break;
-
- var coords = Transform(location.Owner);
- Spawn(spawnChoice, coords.Coordinates);
- }
- }
-}
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
-using Content.Server.GameTicking.Rules.Components;
-using Content.Server.StationEvents.Components;
using Content.Server.StationEvents.Events;
using Content.Shared.CCVar;
using Robust.Shared.Configuration;
namespace Content.Server.StationEvents;
-public sealed class RampingStationEventSchedulerSystem : GameRuleSystem<RampingStationEventSchedulerComponent>
+public sealed class RampingStationEventSchedulerSystem : GameRuleSystem
{
+ public override string Prototype => "RampingStationEventScheduler";
+
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly EventManagerSystem _event = default!;
[Dependency] private readonly GameTicker _gameTicker = default!;
- public float GetChaosModifier(EntityUid uid, RampingStationEventSchedulerComponent component)
+ [ViewVariables(VVAccess.ReadWrite)]
+ private float _endTime;
+ [ViewVariables(VVAccess.ReadWrite)]
+ private float _maxChaos;
+ [ViewVariables(VVAccess.ReadWrite)]
+ private float _startingChaos;
+ [ViewVariables(VVAccess.ReadWrite)]
+ private float _timeUntilNextEvent;
+
+ [ViewVariables]
+ public float ChaosModifier
{
- var roundTime = (float) _gameTicker.RoundDuration().TotalSeconds;
- if (roundTime > component.EndTime)
- return component.MaxChaos;
+ get
+ {
+ var roundTime = (float) _gameTicker.RoundDuration().TotalSeconds;
+ if (roundTime > _endTime)
+ return _maxChaos;
- return component.MaxChaos / component.EndTime * roundTime + component.StartingChaos;
+ return (_maxChaos / _endTime) * roundTime + _startingChaos;
+ }
}
public override void Initialize()
SubscribeLocalEvent<GetSeverityModifierEvent>(OnGetSeverityModifier);
}
- protected override void Started(EntityUid uid, RampingStationEventSchedulerComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args)
+ public override void Started()
{
- base.Started(uid, component, gameRule, args);
-
var avgChaos = _cfg.GetCVar(CCVars.EventsRampingAverageChaos);
var avgTime = _cfg.GetCVar(CCVars.EventsRampingAverageEndTime);
// Worlds shittiest probability distribution
// Got a complaint? Send them to
- component.MaxChaos = _random.NextFloat(avgChaos - avgChaos / 4, avgChaos + avgChaos / 4);
+ _maxChaos = _random.NextFloat(avgChaos - avgChaos / 4, avgChaos + avgChaos / 4);
// This is in minutes, so *60 for seconds (for the chaos calc)
- component.EndTime = _random.NextFloat(avgTime - avgTime / 4, avgTime + avgTime / 4) * 60f;
- component.StartingChaos = component.MaxChaos / 10;
+ _endTime = _random.NextFloat(avgTime - avgTime / 4, avgTime + avgTime / 4) * 60f;
+ _startingChaos = _maxChaos / 10;
- PickNextEventTime(uid, component);
+ PickNextEventTime();
+ }
+
+ public override void Ended()
+ {
+ _endTime = 0f;
+ _maxChaos = 0f;
+ _startingChaos = 0f;
+ _timeUntilNextEvent = 0f;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
- if (!_event.EventsEnabled)
+ if (!RuleStarted || !_event.EventsEnabled)
return;
- var query = EntityQueryEnumerator<RampingStationEventSchedulerComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var scheduler, out var gameRule))
+ if (_timeUntilNextEvent > 0f)
{
- if (!GameTicker.IsGameRuleActive(uid, gameRule))
- return;
-
- if (scheduler.TimeUntilNextEvent > 0f)
- {
- scheduler.TimeUntilNextEvent -= frameTime;
- return;
- }
-
- PickNextEventTime(uid, scheduler);
- _event.RunRandomEvent();
+ _timeUntilNextEvent -= frameTime;
+ return;
}
+
+ PickNextEventTime();
+ _event.RunRandomEvent();
}
private void OnGetSeverityModifier(GetSeverityModifierEvent ev)
{
- var query = EntityQueryEnumerator<RampingStationEventSchedulerComponent, GameRuleComponent>();
- while (query.MoveNext(out var uid, out var scheduler, out var gameRule))
- {
- if (!GameTicker.IsGameRuleActive(uid, gameRule))
- return;
+ if (!RuleStarted)
+ return;
- ev.Modifier *= GetChaosModifier(uid, scheduler);
- Logger.Info($"Ramping set modifier to {ev.Modifier}");
- }
+ ev.Modifier *= ChaosModifier;
+ Logger.Info($"Ramping set modifier to {ev.Modifier}");
}
- private void PickNextEventTime(EntityUid uid, RampingStationEventSchedulerComponent component)
+ private void PickNextEventTime()
{
- var mod = GetChaosModifier(uid, component);
+ var mod = ChaosModifier;
// 4-12 minutes baseline. Will get faster over time as the chaos mod increases.
- component.TimeUntilNextEvent = _random.NextFloat(240f / mod, 720f / mod);
+ _timeUntilNextEvent = _random.NextFloat(240f / mod, 720f / mod);
}
}
--- /dev/null
+using Content.Server.Chat.Managers;
+using Content.Shared.Roles;
+
+namespace Content.Server.Suspicion.Roles
+{
+ public sealed class SuspicionInnocentRole : SuspicionRole
+ {
+ public AntagPrototype Prototype { get; }
+
+ public SuspicionInnocentRole(Mind.Mind mind, AntagPrototype antagPrototype) : base(mind)
+ {
+ Prototype = antagPrototype;
+ Name = Loc.GetString(antagPrototype.Name);
+ Antagonist = antagPrototype.Antagonist;
+ }
+
+ public override string Name { get; }
+ public string Objective => Loc.GetString(Prototype.Objective);
+ public override bool Antagonist { get; }
+
+ public override void Greet()
+ {
+ base.Greet();
+
+ var chat = IoCManager.Resolve<IChatManager>();
+
+ if (Mind.TryGetSession(out var session))
+ {
+ chat.DispatchServerMessage(session, $"You're an {Name}!");
+ chat.DispatchServerMessage(session, $"Objective: {Objective}");
+ }
+ }
+ }
+}
--- /dev/null
+using Content.Server.Roles;
+
+namespace Content.Server.Suspicion.Roles
+{
+ public abstract class SuspicionRole : Role
+ {
+ protected SuspicionRole(Mind.Mind mind) : base(mind) { }
+ }
+}
--- /dev/null
+using System.Linq;
+using Content.Server.Chat.Managers;
+using Content.Shared.Roles;
+
+namespace Content.Server.Suspicion.Roles
+{
+ public sealed class SuspicionTraitorRole : SuspicionRole
+ {
+ public AntagPrototype Prototype { get; }
+
+ public SuspicionTraitorRole(Mind.Mind mind, AntagPrototype antagPrototype) : base(mind)
+ {
+ Prototype = antagPrototype;
+ Name = Loc.GetString(antagPrototype.Name);
+ Antagonist = antagPrototype.Antagonist;
+ }
+
+ public override string Name { get; }
+ public string Objective => Loc.GetString(Prototype.Objective);
+ public override bool Antagonist { get; }
+
+ public void GreetSuspicion(List<SuspicionTraitorRole> traitors, IChatManager chatMgr)
+ {
+ if (Mind.TryGetSession(out var session))
+ {
+ chatMgr.DispatchServerMessage(session, Loc.GetString("suspicion-role-greeting", ("roleName", Name)));
+ chatMgr.DispatchServerMessage(session, Loc.GetString("suspicion-objective", ("objectiveText", Objective)));
+
+ var allPartners = string.Join(", ", traitors.Where(p => p != this).Select(p => p.Mind.CharacterName));
+
+ var partnerText = Loc.GetString(
+ "suspicion-partners-in-crime",
+ ("partnersCount", traitors.Count-1),
+ ("partnerNames", allPartners)
+ );
+
+ chatMgr.DispatchServerMessage(session, partnerText);
+ }
+ }
+ }
+}
--- /dev/null
+namespace Content.Server.Suspicion;
+
+/// <summary>
+/// Tag component meant for bookkeeping items spawned by the suspicion rule.
+/// </summary>
+[RegisterComponent]
+public sealed class SuspicionItemComponent : Component
+{
+}
--- /dev/null
+using System.Linq;
+using Content.Server.GameTicking.Rules;
+using Content.Server.Mind.Components;
+using Content.Server.Roles;
+using Content.Server.Suspicion.Roles;
+using Content.Shared.Mobs.Components;
+using Content.Shared.Mobs.Systems;
+using Content.Shared.Suspicion;
+
+namespace Content.Server.Suspicion
+{
+ [RegisterComponent]
+ public sealed class SuspicionRoleComponent : SharedSuspicionRoleComponent
+ {
+ [Dependency] private readonly IEntityManager _entMan = default!;
+ private Role? _role;
+ [ViewVariables]
+ private readonly HashSet<SuspicionRoleComponent> _allies = new();
+
+ [ViewVariables]
+ public Role? Role
+ {
+ get => _role;
+ set
+ {
+ if (_role == value)
+ {
+ return;
+ }
+
+ _role = value;
+
+ Dirty();
+
+ var sus = EntitySystem.Get<SuspicionRuleSystem>();
+
+ if (value == null || !value.Antagonist)
+ {
+ ClearAllies();
+ sus.RemoveTraitor(this);
+ }
+ else if (value.Antagonist)
+ {
+ SetAllies(sus.Traitors);
+ sus.AddTraitor(this);
+ }
+ }
+ }
+
+ [ViewVariables] public bool KnowsAllies => IsTraitor();
+
+ public bool IsDead()
+ {
+ return _entMan.TryGetComponent(Owner, out MobStateComponent? state) &&
+ _entMan.EntitySysManager.GetEntitySystem<MobStateSystem>().IsDead(Owner, state);
+ }
+
+ public bool IsInnocent()
+ {
+ return !IsTraitor();
+ }
+
+ public bool IsTraitor()
+ {
+ return Role?.Antagonist ?? false;
+ }
+
+ public void SyncRoles()
+ {
+ if (!_entMan.TryGetComponent(Owner, out MindComponent? mind) ||
+ !mind.HasMind)
+ {
+ return;
+ }
+
+ Role = mind.Mind!.AllRoles.First(role => role is SuspicionRole);
+ }
+
+ public void AddAlly(SuspicionRoleComponent ally)
+ {
+ if (ally == this)
+ {
+ return;
+ }
+
+ _allies.Add(ally);
+ }
+
+ public bool RemoveAlly(SuspicionRoleComponent ally)
+ {
+ if (_allies.Remove(ally))
+ {
+ Dirty();
+
+ return true;
+ }
+
+ return false;
+ }
+
+ public void SetAllies(IEnumerable<SuspicionRoleComponent> allies)
+ {
+ _allies.Clear();
+
+ _allies.UnionWith(allies.Where(a => a != this));
+
+ Dirty();
+ }
+
+ public void ClearAllies()
+ {
+ _allies.Clear();
+
+ Dirty();
+ }
+ public override ComponentState GetComponentState()
+ {
+ if (Role == null)
+ {
+ return new SuspicionRoleComponentState(null, null, Array.Empty<(string, EntityUid)>());
+ }
+
+ var allies = new List<(string name, EntityUid)>();
+
+ foreach (var role in _allies)
+ {
+ if (role.Role?.Mind.CharacterName == null)
+ {
+ continue;
+ }
+
+ allies.Add((role.Role!.Mind.CharacterName, role.Owner));
+ }
+
+ return new SuspicionRoleComponentState(Role?.Name, Role?.Antagonist, allies.ToArray());
+ }
+ }
+}
--- /dev/null
+using Content.Shared.Examine;
+
+namespace Content.Server.Suspicion
+{
+ public sealed class SuspicionRoleSystem : EntitySystem
+ {
+ public override void Initialize()
+ {
+ base.Initialize();
+ SubscribeLocalEvent<SuspicionRoleComponent, ExaminedEvent>(OnExamined);
+ }
+ private void OnExamined(EntityUid uid, SuspicionRoleComponent component, ExaminedEvent args)
+ {
+ if (!component.IsDead())
+ {
+ return;
+ }
+
+ var traitor = component.IsTraitor();
+ var color = traitor ? "red" : "green";
+ var role = traitor ? "suspicion-role-component-role-traitor" : "suspicion-role-component-role-innocent";
+ var article = traitor ? "generic-article-a" : "generic-article-an";
+
+ var tooltip = Loc.GetString("suspicion-role-component-on-examine-tooltip",
+ ("article", Loc.GetString(article)),
+ ("colorName", color),
+ ("role",Loc.GetString(role)));
+
+ args.PushMarkup(tooltip);
+ }
+ }
+}
--- /dev/null
+namespace Content.Server.TraitorDeathMatch.Components
+{
+ [RegisterComponent]
+ public sealed class TraitorDeathMatchRedemptionComponent : Component
+ {
+ }
+}
--- /dev/null
+using Robust.Shared.Network;
+
+namespace Content.Server.TraitorDeathMatch.Components
+{
+ [RegisterComponent]
+ public sealed class TraitorDeathMatchReliableOwnerTagComponent : Component
+ {
+ [ViewVariables]
+ public NetUserId? UserId { get; set; }
+ }
+}
+
--- /dev/null
+using Content.Server.Mind.Components;
+using Content.Server.TraitorDeathMatch.Components;
+using Content.Server.Store.Components;
+using Content.Server.Store.Systems;
+using Content.Server.Traitor.Uplink;
+using Content.Shared.FixedPoint;
+using Content.Shared.Interaction;
+using Content.Shared.Inventory;
+using Content.Shared.Popups;
+
+namespace Content.Server.TraitorDeathMatch;
+
+public sealed class TraitorDeathMatchRedemptionSystem : EntitySystem
+{
+ [Dependency] private readonly InventorySystem _inventory = default!;
+ [Dependency] private readonly SharedPopupSystem _popup = default!;
+ [Dependency] private readonly UplinkSystem _uplink = default!;
+ [Dependency] private readonly StoreSystem _store = default!;
+
+ public override void Initialize()
+ {
+ base.Initialize();
+
+ SubscribeLocalEvent<TraitorDeathMatchRedemptionComponent, InteractUsingEvent>(OnInteractUsing);
+ }
+
+ private void OnInteractUsing(EntityUid uid, TraitorDeathMatchRedemptionComponent component, InteractUsingEvent args)
+ {
+ if (!EntityManager.TryGetComponent<MindComponent>(args.User, out var userMindComponent))
+ {
+ _popup.PopupEntity(Loc.GetString(
+ "traitor-death-match-redemption-component-interact-using-main-message",
+ ("secondMessage",
+ Loc.GetString("traitor-death-match-redemption-component-interact-using-no-mind-message"))), uid, args.User);
+ return;
+ }
+
+ var userMind = userMindComponent.Mind;
+ if (userMind == null)
+ {
+ _popup.PopupEntity(Loc.GetString(
+ "traitor-death-match-redemption-component-interact-using-main-message",
+ ("secondMessage",
+ Loc.GetString("traitor-death-match-redemption-component-interact-using-no-user-mind-message"))), uid, args.User);
+ return;
+ }
+
+ if (!EntityManager.TryGetComponent<StoreComponent>(args.Used, out var victimUplink))
+ {
+ _popup.PopupEntity(Loc.GetString(
+ "traitor-death-match-redemption-component-interact-using-main-message",
+ ("secondMessage",
+ Loc.GetString("traitor-death-match-redemption-component-interact-using-no-pda-message"))), uid, args.User);
+ return;
+ }
+
+ if (!EntityManager.TryGetComponent<TraitorDeathMatchReliableOwnerTagComponent>(args.Used,
+ out var victimPDAuid))
+ {
+ _popup.PopupEntity(Loc.GetString(
+ "traitor-death-match-redemption-component-interact-using-main-message",
+ ("secondMessage",
+ Loc.GetString("traitor-death-match-redemption-component-interact-using-no-pda-owner-message"))), uid, args.User);
+ return;
+ }
+
+ if (victimPDAuid.UserId == userMind.UserId)
+ {
+ _popup.PopupEntity(Loc.GetString(
+ "traitor-death-match-redemption-component-interact-using-main-message",
+ ("secondMessage",
+ Loc.GetString(
+ "traitor-death-match-redemption-component-interact-using-pda-different-user-message"))), uid, args.User);
+ return;
+ }
+
+ StoreComponent? userUplink = null;
+
+ if (_inventory.TryGetSlotEntity(args.User, "id", out var pdaUid) &&
+ EntityManager.TryGetComponent<StoreComponent>(pdaUid, out var userUplinkComponent))
+ userUplink = userUplinkComponent;
+
+ if (userUplink == null)
+ {
+ _popup.PopupEntity(Loc.GetString(
+ "traitor-death-match-redemption-component-interact-using-main-message",
+ ("secondMessage",
+ Loc.GetString(
+ "traitor-death-match-redemption-component-interact-using-no-pda-in-pocket-message"))), uid, args.User);
+ return;
+ }
+
+
+ // We have finally determined both PDA components. FINALLY.
+
+ // 4 is the per-PDA bonus amount
+ var transferAmount = _uplink.GetTCBalance(victimUplink) + 4;
+ victimUplink.Balance.Clear();
+ _store.TryAddCurrency(new Dictionary<string, FixedPoint2>() { {"Telecrystal", FixedPoint2.New(transferAmount)}}, userUplink.Owner, userUplink);
+
+ EntityManager.DeleteEntity(victimUplink.Owner);
+
+ _popup.PopupEntity(Loc.GetString("traitor-death-match-redemption-component-interact-using-success-message",
+ ("tcAmount", transferAmount)), uid, args.User);
+
+ args.Handled = true;
+ }
+}
--- /dev/null
+using Robust.Shared.GameStates;
+using Robust.Shared.Serialization;
+
+namespace Content.Shared.Suspicion
+{
+ [NetworkedComponent()]
+ public abstract class SharedSuspicionRoleComponent : Component
+ {
+ }
+
+ [Serializable, NetSerializable]
+ public sealed class SuspicionRoleComponentState : ComponentState
+ {
+ public readonly string? Role;
+ public readonly bool? Antagonist;
+ public readonly (string name, EntityUid)[] Allies;
+
+ public SuspicionRoleComponentState(string? role, bool? antagonist, (string name, EntityUid)[] allies)
+ {
+ Role = role;
+ Antagonist = antagonist;
+ Allies = allies;
+ }
+ }
+}
--- /dev/null
+using Robust.Shared.Serialization;
+
+namespace Content.Shared.Suspicion
+{
+ public static class SuspicionMessages
+ {
+ [Serializable, NetSerializable]
+ public sealed class SetSuspicionEndTimerMessage : EntityEventArgs
+ {
+ public TimeSpan? EndTime;
+ }
+ }
+}
--- /dev/null
+- type: entity
+ name: PDA Redemption Machine Spawner
+ id: TraitorDMRedemptionMachineSpawner
+ parent: MarkerBase
+ components:
+ - type: Sprite
+ layers:
+ - state: blue
+ - sprite: Structures/Machines/traitordm.rsi
+ state: redemption
+ - type: ConditionalSpawner
+ prototypes:
+ - TraitorDMRedemptionMachine
+ chance: 1.0
+ gameRules:
+ - TraitorDeathMatch
--- /dev/null
+- type: entity
+ id: TraitorDMRedemptionMachine
+ parent: BaseMachinePowered
+ name: traitor deathmatch pda redemption machine
+ description: Put someone else's PDA into this to get telecrystals.
+ components:
+ - type: Sprite
+ layers:
+ - sprite: Structures/Machines/traitordm.rsi
+ state: redemption
+ - sprite: Structures/Machines/traitordm.rsi
+ state: redemption-unshaded
+ shader: unshaded
+ - type: Physics
+ bodyType: Static
+ - type: Fixtures
+ fixtures:
+ - shape:
+ !type:PhysShapeAabb
+ bounds: "-0.25,-0.25,0.25,0.25"
+ density: 190
+ mask:
+ - MachineMask
+ layer:
+ - MachineLayer
+ - type: TraitorDeathMatchRedemption
+ placement:
+ mode: AlignTileAny
-- type: entity
+- type: gameRule
id: AnomalySpawn
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: AnomalySpawn
weight: 10
startAfter: 30
- duration: 35
- - type: AnomalySpawnRule
+ endAfter: 35
-- type: entity
+- type: gameRule
id: BluespaceArtifact
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: BluespaceArtifact
weight: 5
startAfter: 30
- duration: 35
- - type: BluespaceArtifactRule
+ endAfter: 35
-- type: entity
- id: BluespaceLocker
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+- type: gameRule
+ id: BluespaceLockerLink
+ config:
+ !type:StationEventRuleConfiguration
+ id: BluespaceLockerLink
weight: 0
reoccurrenceDelay: 5
earliestStart: 1
- duration: 1
- - type: BluespaceLockerRule
+ endAfter: 1
-- type: entity
+- type: gameRule
id: BreakerFlip
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: BreakerFlip
weight: 10
- duration: 1
+ endAfter: 1
minimumPlayers: 15
- - type: BreakerFlipRule
-- type: entity
+- type: gameRule
id: BureaucraticError
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: BureaucraticError
startAnnouncement: station-event-bureaucratic-error-announcement
minimumPlayers: 25
weight: 5
- duration: 1
- - type: BureaucraticErrorRule
+ endAfter: 1
-- type: entity
+- type: gameRule
id: DiseaseOutbreak
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
startAnnouncement: station-event-disease-outbreak-announcement
startAudio:
path: /Audio/Announcements/outbreak7.ogg
params:
volume: -4
+ id: DiseaseOutbreak
weight: 5
- duration: 1
+ endAfter: 1
earliestStart: 15
- - type: DiseaseOutbreakRule
-- type: entity
+- type: gameRule
id: Dragon
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: Dragon
weight: 10
- duration: 2
+ endAfter: 2
earliestStart: 15
minimumPlayers: 15
- - type: DragonRule
-- type: entity
+- type: gameRule
id: RevenantSpawn
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: RevenantSpawn
weight: 5
- duration: 1
+ endAfter: 1
earliestStart: 45
minimumPlayers: 20
- - type: RevenantSpawnRule
-- type: entity
+- type: gameRule
id: FalseAlarm
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: FalseAlarm
weight: 15
- duration: 1
- - type: FalseAlarmRule
+ endAfter: 1
-- type: entity
+- type: gameRule
id: GasLeak
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: GasLeak
startAnnouncement: station-event-gas-leak-start-announcement
startAudio:
path: /Audio/Announcements/attention.ogg
minimumPlayers: 5
weight: 5
startAfter: 20
- - type: GasLeakRule
-- type: entity
+- type: gameRule
id: KudzuGrowth
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: KudzuGrowth
earliestStart: 15
minimumPlayers: 15
weight: 5
startAfter: 50
- duration: 240
- - type: KudzuGrowthRule
+ endAfter: 240
-- type: entity
+- type: gameRule
id: MeteorSwarm
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: MeteorSwarm
earliestStart: 30
weight: 5
minimumPlayers: 20
params:
volume: -4
startAfter: 30
- - type: MeteorSwarmRule
-- type: entity
+- type: gameRule
id: MouseMigration
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: MouseMigration
earliestStart: 30
minimumPlayers: 35
weight: 5
- duration: 50
- - type: MouseMigrationRule
+ endAfter: 50
-- type: entity
+- type: gameRule
id: PowerGridCheck
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: PowerGridCheck
weight: 10
startAnnouncement: station-event-power-grid-check-start-announcement
endAnnouncement: station-event-power-grid-check-end-announcement
params:
volume: -4
startAfter: 12
- duration: 60
- maxDuration: 120
- - type: PowerGridCheckRule
-- type: entity
+- type: gameRule
id: RandomSentience
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: RandomSentience
weight: 10
- duration: 1
+ endAfter: 1
startAudio:
path: /Audio/Announcements/attention.ogg
- - type: RandomSentienceRule
-- type: entity
+- type: gameRule
id: SolarFlare
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config: !type:SolarFlareEventRuleConfiguration
+ id: SolarFlare
weight: 10
startAnnouncement: station-event-solar-flare-start-announcement
endAnnouncement: station-event-solar-flare-end-announcement
startAudio:
path: /Audio/Announcements/attention.ogg
- duration: 120
- maxDuration: 240
- - type: SolarFlareRule
+ minEndAfter: 120
+ maxEndAfter: 240
onlyJamHeadsets: true
affectedChannels:
- Common
lightBreakChancePerSecond: 0.0003
doorToggleChancePerSecond: 0.001
-- type: entity
+- type: gameRule
id: VentClog
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: VentClog
startAnnouncement: station-event-vent-clog-start-announcement
startAudio:
path: /Audio/Announcements/attention.ogg
minimumPlayers: 15
weight: 5
startAfter: 50
- duration: 60
- - type: VentClogRule
+ endAfter: 60
-- type: entity
+- type: gameRule
id: VentCritters
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
id: VentCritters
earliestStart: 15
minimumPlayers: 15
weight: 5
- duration: 60
- - type: VentCrittersRule
+ endAfter: 60
-- type: entity
+- type: gameRule
id: SpiderSpawn
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: SpiderSpawn
earliestStart: 20
minimumPlayers: 15
weight: 5
- duration: 60
- - type: SpiderSpawnRule
+ endAfter: 60
-- type: entity
+- type: gameRule
id: ZombieOutbreak
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: Zombie
earliestStart: 50
weight: 2.5
- duration: 1
- - type: ZombieRule
+ endAfter: 1
-- type: entity
+- type: gameRule
id: LoneOpsSpawn
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: StationEvent
+ config:
+ !type:StationEventRuleConfiguration
+ id: LoneOpsSpawn
earliestStart: 55
weight: 5
minimumPlayers: 10
reoccurrenceDelay: 25
- duration: 1
- - type: LoneOpsSpawnRule
- - type: NukeopsRule
+ endAfter: 1
-- type: entity
- id: BaseGameRule
- abstract: true
- noSpawn: true
- components:
- - type: GameRule
-
-- type: entity
+- type: gameRule
id: DeathMatch
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: DeathMatchRule
+ config:
+ !type:GenericGameRuleConfiguration
+ id: DeathMatch
-- type: entity
+- type: gameRule
id: InactivityTimeRestart
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: InactivityRule
+ config:
+ !type:InactivityGameRuleConfiguration
inactivityMaxTime: 600
roundEndDelay: 10
-- type: entity
+- type: gameRule
id: MaxTimeRestart
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: MaxTimeRestartRule
+ config:
+ !type:MaxTimeRestartRuleConfiguration
roundMaxTime: 300
roundEndDelay: 10
-- type: entity
+- type: gameRule
id: Nukeops
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: NukeopsRule
+ config:
+ !type:NukeopsRuleConfiguration
+ id: Nukeops
-- type: entity
+- type: gameRule
id: Pirates
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: PiratesRule
+ config:
+ !type:GenericGameRuleConfiguration
+ id: Pirates
+
+- type: gameRule
+ id: Suspicion
+ config:
+ !type:GenericGameRuleConfiguration
+ id: Suspicion
-- type: entity
+- type: gameRule
id: Traitor
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: TraitorRule
+ config:
+ !type:GenericGameRuleConfiguration
+ id: Traitor
+
+- type: gameRule
+ id: TraitorDeathMatch
+ config:
+ !type:GenericGameRuleConfiguration
+ id: TraitorDeathMatch
-- type: entity
+- type: gameRule
id: Sandbox
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: SandboxRule
+ config:
+ !type:GenericGameRuleConfiguration
+ id: Sandbox
-- type: entity
+- type: gameRule
id: Secret
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: SecretRule
+ config:
+ !type:GenericGameRuleConfiguration
+ id: Secret
-- type: entity
+- type: gameRule
id: Zombie
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: ZombieRule
+ config:
+ !type:GenericGameRuleConfiguration
+ id: Zombie
# event schedulers
-- type: entity
+- type: gameRule
id: BasicStationEventScheduler
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: BasicStationEventScheduler
+ config:
+ !type:GenericGameRuleConfiguration
+ id: BasicStationEventScheduler
-- type: entity
+- type: gameRule
id: RampingStationEventScheduler
- parent: BaseGameRule
- noSpawn: true
- components:
- - type: RampingStationEventScheduler
+ config:
+ !type:GenericGameRuleConfiguration
+ id: RampingStationEventScheduler
--- /dev/null
+- type: antag
+ id: SuspicionInnocent
+ name: roles-antag-suspicion-innocent-name
+ antagonist: false
+ setPreference: false
+ objective: roles-antag-suspicion-innocent-objective
--- /dev/null
+- type: antag
+ id: SuspicionTraitor
+ name: roles-antag-suspicion-suspect-name
+ antagonist: true
+ setPreference: true
+ objective: roles-antag-suspicion-suspect-objective
- Traitor
- BasicStationEventScheduler
+- type: gamePreset
+ id: Suspicion
+ alias:
+ - suspicion
+ - sus
+ name: suspicion-title
+ description: suspicion-description
+ rules:
+ - Suspicion
+
- type: gamePreset
id: Deathmatch
alias:
rules:
- DeathMatch
+- type: gamePreset
+ id: TraitorDeathMatch
+ alias:
+ - traitordm
+ - traitordeathmatch
+ name: traitor-death-match-title
+ description: traitor-death-match-description
+ rules:
+ - TraitorDeathMatch
+ - MaxTimeRestart
+
- type: gamePreset
id: Nukeops
alias: