diff --git a/Content.Benchmarks/SpawnEquipDeleteBenchmark.cs b/Content.Benchmarks/SpawnEquipDeleteBenchmark.cs index 8512107b69d..de51b2fb192 100644 --- a/Content.Benchmarks/SpawnEquipDeleteBenchmark.cs +++ b/Content.Benchmarks/SpawnEquipDeleteBenchmark.cs @@ -58,7 +58,7 @@ await _pair.Server.WaitPost(() => for (var i = 0; i < N; i++) { _entity = server.EntMan.SpawnAttachedTo(Mob, _coords); - _spawnSys.EquipStartingGear(_entity, _gear); + _spawnSys.EquipStartingGear(_entity, _gear, null); server.EntMan.DeleteEntity(_entity); } }); diff --git a/Content.Client/Humanoid/HumanoidAppearanceSystem.cs b/Content.Client/Humanoid/HumanoidAppearanceSystem.cs index 867dcbc2692..8087d1833e6 100644 --- a/Content.Client/Humanoid/HumanoidAppearanceSystem.cs +++ b/Content.Client/Humanoid/HumanoidAppearanceSystem.cs @@ -118,11 +118,8 @@ private void SetLayerData( /// This should not be used if the entity is owned by the server. The server will otherwise /// override this with the appearance data it sends over. /// - public override void LoadProfile(EntityUid uid, HumanoidCharacterProfile? profile, HumanoidAppearanceComponent? humanoid = null) + public override void LoadProfile(EntityUid uid, HumanoidCharacterProfile profile, HumanoidAppearanceComponent? humanoid = null) { - if (profile == null) - return; - if (!Resolve(uid, ref humanoid)) { return; diff --git a/Content.IntegrationTests/Tests/GameRules/NukeOpsTest.cs b/Content.IntegrationTests/Tests/GameRules/NukeOpsTest.cs deleted file mode 100644 index f539daee367..00000000000 --- a/Content.IntegrationTests/Tests/GameRules/NukeOpsTest.cs +++ /dev/null @@ -1,208 +0,0 @@ -/* WD edit - -#nullable enable -using System.Linq; -using Content.Server.Body.Components; -using Content.Server.GameTicking; -using Content.Server.GameTicking.Presets; -using Content.Server.GameTicking.Rules.Components; -using Content.Server.Mind; -using Content.Server.NPC.Systems; -using Content.Server.Pinpointer; -using Content.Server.Roles; -using Content.Server.Shuttles.Components; -using Content.Server.Station.Components; -using Content.Shared.CCVar; -using Content.Shared.Damage; -using Content.Shared.FixedPoint; -using Content.Shared.GameTicking; -using Content.Shared.Hands.Components; -using Content.Shared.Inventory; -using Content.Shared.NukeOps; -using Robust.Server.GameObjects; -using Robust.Shared.GameObjects; -using Robust.Shared.Map.Components; - -namespace Content.IntegrationTests.Tests.GameRules; - -[TestFixture] -public sealed class NukeOpsTest -{ - /// - /// Check that a nuke ops game mode can start without issue. I.e., that the nuke station and such all get loaded. - /// - [Test] - public async Task TryStopNukeOpsFromConstantlyFailing() - { - await using var pair = await PoolManager.GetServerClient(new PoolSettings - { - Dirty = true, - DummyTicker = false, - Connected = true, - InLobby = true - }); - - var server = pair.Server; - var client = pair.Client; - var entMan = server.EntMan; - var mapSys = server.System(); - var ticker = server.System(); - var mindSys = server.System(); - var roleSys = server.System(); - var invSys = server.System(); - var factionSys = server.System(); - - Assert.That(server.CfgMan.GetCVar(CCVars.GridFill), Is.False); - server.CfgMan.SetCVar(CCVars.GridFill, true); - - // Initially in the lobby - Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.PreRoundLobby)); - Assert.That(client.AttachedEntity, Is.Null); - Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.NotReadyToPlay)); - - // There are no grids or maps - Assert.That(entMan.Count(), Is.Zero); - Assert.That(entMan.Count(), Is.Zero); - Assert.That(entMan.Count(), Is.Zero); - Assert.That(entMan.Count(), Is.Zero); - Assert.That(entMan.Count(), Is.Zero); - - // And no nukie related components - Assert.That(entMan.Count(), Is.Zero); - Assert.That(entMan.Count(), Is.Zero); - Assert.That(entMan.Count(), Is.Zero); - Assert.That(entMan.Count(), Is.Zero); - Assert.That(entMan.Count(), Is.Zero); - - // Ready up and start nukeops - await pair.WaitClientCommand("toggleready True"); - Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.ReadyToPlay)); - await pair.WaitCommand("forcepreset Nukeops"); - await pair.RunTicksSync(10); - - // Game should have started - Assert.That(ticker.RunLevel, Is.EqualTo(GameRunLevel.InRound)); - Assert.That(ticker.PlayerGameStatuses[client.User!.Value], Is.EqualTo(PlayerGameStatus.JoinedGame)); - Assert.That(client.EntMan.EntityExists(client.AttachedEntity)); - var player = pair.Player!.AttachedEntity!.Value; - Assert.That(entMan.EntityExists(player)); - - // Maps now exist - Assert.That(entMan.Count(), Is.GreaterThan(0)); - Assert.That(entMan.Count(), Is.GreaterThan(0)); - Assert.That(entMan.Count(), Is.EqualTo(2)); // The main station & nukie station - Assert.That(entMan.Count(), Is.GreaterThan(3)); // Each station has at least 1 grid, plus some shuttles - Assert.That(entMan.Count(), Is.EqualTo(1)); - - // And we now have nukie related components - Assert.That(entMan.Count(), Is.EqualTo(1)); - Assert.That(entMan.Count(), Is.EqualTo(1)); - Assert.That(entMan.Count(), Is.EqualTo(1)); - Assert.That(entMan.Count(), Is.EqualTo(1)); - - // The player entity should be the nukie commander - var mind = mindSys.GetMind(player)!.Value; - Assert.That(entMan.HasComponent(player)); - Assert.That(roleSys.MindIsAntagonist(mind)); - Assert.That(roleSys.MindHasRole(mind)); - - Assert.That(factionSys.IsMember(player, "Syndicate"), Is.True); - Assert.That(factionSys.IsMember(player, "NanoTrasen"), Is.False); - - var roles = roleSys.MindGetAllRoles(mind); - var cmdRoles = roles.Where(x => x.Prototype == "NukeopsCommander" && x.Component is NukeopsRoleComponent); - Assert.That(cmdRoles.Count(), Is.EqualTo(1)); - - // The game rule exists, and all the stations/shuttles/maps are properly initialized - var rule = entMan.AllComponents().Single().Component; - var mapRule = entMan.AllComponents().Single().Component; - foreach (var grid in mapRule.MapGrids) - { - Assert.That(entMan.EntityExists(grid)); - Assert.That(entMan.HasComponent(grid)); - Assert.That(entMan.HasComponent(grid)); - } - Assert.That(entMan.EntityExists(rule.TargetStation)); - - Assert.That(entMan.HasComponent(rule.TargetStation)); - - var nukieShuttlEnt = entMan.AllComponents().FirstOrDefault().Uid; - Assert.That(entMan.EntityExists(nukieShuttlEnt)); - - EntityUid? nukieStationEnt = null; - foreach (var grid in mapRule.MapGrids) - { - if (entMan.HasComponent(grid)) - { - nukieStationEnt = grid; - break; - } - } - - Assert.That(entMan.EntityExists(nukieStationEnt)); - var nukieStation = entMan.GetComponent(nukieStationEnt!.Value); - - Assert.That(entMan.EntityExists(nukieStation.Station)); - Assert.That(nukieStation.Station, Is.Not.EqualTo(rule.TargetStation)); - - Assert.That(server.MapMan.MapExists(mapRule.Map)); - var nukieMap = mapSys.GetMap(mapRule.Map!.Value); - - var targetStation = entMan.GetComponent(rule.TargetStation!.Value); - var targetGrid = targetStation.Grids.First(); - var targetMap = entMan.GetComponent(targetGrid).MapUid!.Value; - Assert.That(targetMap, Is.Not.EqualTo(nukieMap)); - - Assert.That(entMan.GetComponent(player).MapUid, Is.EqualTo(nukieMap)); - Assert.That(entMan.GetComponent(nukieStationEnt.Value).MapUid, Is.EqualTo(nukieMap)); - Assert.That(entMan.GetComponent(nukieShuttlEnt).MapUid, Is.EqualTo(nukieMap)); - - // The maps are all map-initialized, including the player - // Yes, this is necessary as this has repeatedly been broken somehow. - Assert.That(mapSys.IsInitialized(nukieMap)); - Assert.That(mapSys.IsInitialized(targetMap)); - Assert.That(mapSys.IsPaused(nukieMap), Is.False); - Assert.That(mapSys.IsPaused(targetMap), Is.False); - - EntityLifeStage LifeStage(EntityUid? uid) => entMan.GetComponent(uid!.Value).EntityLifeStage; - Assert.That(LifeStage(player), Is.GreaterThan(EntityLifeStage.Initialized)); - Assert.That(LifeStage(nukieMap), Is.GreaterThan(EntityLifeStage.Initialized)); - Assert.That(LifeStage(targetMap), Is.GreaterThan(EntityLifeStage.Initialized)); - Assert.That(LifeStage(nukieStationEnt.Value), Is.GreaterThan(EntityLifeStage.Initialized)); - Assert.That(LifeStage(nukieShuttlEnt), Is.GreaterThan(EntityLifeStage.Initialized)); - Assert.That(LifeStage(rule.TargetStation), Is.GreaterThan(EntityLifeStage.Initialized)); - - // Make sure the player has hands. We've had fucking disarmed nukies before. - Assert.That(entMan.HasComponent(player)); - Assert.That(entMan.GetComponent(player).Hands.Count, Is.GreaterThan(0)); - - // While we're at it, lets make sure they aren't naked. I don't know how many inventory slots all mobs will be - // likely to have in the future. But nukies should probably have at least 3 slots with something in them. - var enumerator = invSys.GetSlotEnumerator(player); - int total = 0; - while (enumerator.NextItem(out _)) - { - total++; - } - Assert.That(total, Is.GreaterThan(3)); - - // Finally lets check the nukie commander passed basic training and figured out how to breathe. - var totalSeconds = 30; - var totalTicks = (int) Math.Ceiling(totalSeconds / server.Timing.TickPeriod.TotalSeconds); - int increment = 5; - var resp = entMan.GetComponent(player); - var damage = entMan.GetComponent(player); - for (var tick = 0; tick < totalTicks; tick += increment) - { - await pair.RunTicksSync(increment); - Assert.That(resp.SuffocationCycles, Is.LessThanOrEqualTo(resp.SuffocationCycleThreshold)); - Assert.That(damage.TotalDamage, Is.EqualTo(FixedPoint2.Zero)); - } - - //ticker.SetGamePreset((GamePresetPrototype?)null); WD edit - server.CfgMan.SetCVar(CCVars.GridFill, false); - await pair.CleanReturnAsync(); - } -} - -*/ diff --git a/Content.IntegrationTests/Tests/GameRules/RuleMaxTimeRestartTest.cs b/Content.IntegrationTests/Tests/GameRules/RuleMaxTimeRestartTest.cs index ffaff3b8ded..1e3f9c9854f 100644 --- a/Content.IntegrationTests/Tests/GameRules/RuleMaxTimeRestartTest.cs +++ b/Content.IntegrationTests/Tests/GameRules/RuleMaxTimeRestartTest.cs @@ -1,6 +1,5 @@ using Content.Server.GameTicking; using Content.Server.GameTicking.Commands; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules; using Content.Server.GameTicking.Rules.Components; using Content.Shared.CCVar; diff --git a/Content.IntegrationTests/Tests/GameRules/SecretStartsTest.cs b/Content.IntegrationTests/Tests/GameRules/SecretStartsTest.cs index 5d7ae8efbf4..0f665a63de0 100644 --- a/Content.IntegrationTests/Tests/GameRules/SecretStartsTest.cs +++ b/Content.IntegrationTests/Tests/GameRules/SecretStartsTest.cs @@ -17,7 +17,6 @@ public async Task TestSecretStarts() var server = pair.Server; await server.WaitIdleAsync(); - var entMan = server.ResolveDependency(); var gameTicker = server.ResolveDependency().GetEntitySystem(); await server.WaitAssertion(() => @@ -33,7 +32,10 @@ await server.WaitAssertion(() => await server.WaitAssertion(() => { - Assert.That(gameTicker.GetAddedGameRules().Count(), Is.GreaterThan(1), $"No additional rules started by secret rule."); + foreach (var rule in gameTicker.GetAddedGameRules()) + { + Assert.That(gameTicker.GetActiveGameRules(), Does.Contain(rule)); + } // End all rules gameTicker.ClearGameRules(); diff --git a/Content.Server/Administration/ServerApi.cs b/Content.Server/Administration/ServerApi.cs index 04fd38598fb..6f10ef9b479 100644 --- a/Content.Server/Administration/ServerApi.cs +++ b/Content.Server/Administration/ServerApi.cs @@ -8,7 +8,6 @@ using System.Threading.Tasks; using Content.Server.Administration.Systems; using Content.Server.GameTicking; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Presets; using Content.Server.GameTicking.Rules.Components; using Content.Server.Maps; diff --git a/Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs b/Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs index df77a3a1a78..9849d2df79c 100644 --- a/Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs +++ b/Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs @@ -1,37 +1,23 @@ -using Content.Server.Administration.Commands; -using Content.Server.Antag; -using Content.Server.GameTicking.Rules.Components; +using Content.Server.GameTicking.Rules; using Content.Server.Zombies; using Content.Shared.Administration; using Content.Shared.Database; +using Content.Shared.Humanoid; using Content.Shared.Mind.Components; -using Content.Shared.Roles; using Content.Shared.Verbs; using Robust.Shared.Player; -using Robust.Shared.Prototypes; using Robust.Shared.Utility; namespace Content.Server.Administration.Systems; public sealed partial class AdminVerbSystem { - [Dependency] private readonly AntagSelectionSystem _antag = default!; [Dependency] private readonly ZombieSystem _zombie = default!; - - [ValidatePrototypeId] - private const string DefaultTraitorRule = "Traitor"; - - [ValidatePrototypeId] - private const string DefaultNukeOpRule = "LoneOpsSpawn"; - - [ValidatePrototypeId] - private const string DefaultRevsRule = "Revolutionary"; - - [ValidatePrototypeId] - private const string DefaultThiefRule = "Thief"; - - [ValidatePrototypeId] - private const string PirateGearId = "PirateGear"; + [Dependency] private readonly ThiefRuleSystem _thief = default!; + [Dependency] private readonly TraitorRuleSystem _traitorRule = default!; + [Dependency] private readonly NukeopsRuleSystem _nukeopsRule = default!; + [Dependency] private readonly PiratesRuleSystem _piratesRule = default!; + [Dependency] private readonly RevolutionaryRuleSystem _revolutionaryRule = default!; // All antag verbs have names so invokeverb works. private void AddAntagVerbs(GetVerbsEvent args) @@ -54,7 +40,9 @@ private void AddAntagVerbs(GetVerbsEvent args) Icon = new SpriteSpecifier.Rsi(new ResPath("/Textures/Structures/Wallmounts/posters.rsi"), "poster5_contraband"), Act = () => { - _antag.ForceMakeAntag(player, DefaultTraitorRule); + // if its a monkey or mouse or something dont give uplink or objectives + var isHuman = HasComp(args.Target); + _traitorRule.MakeTraitorAdmin(args.Target, giveUplink: isHuman, giveObjectives: isHuman); }, Impact = LogImpact.High, Message = Loc.GetString("admin-verb-make-traitor"), @@ -83,7 +71,7 @@ private void AddAntagVerbs(GetVerbsEvent args) Icon = new SpriteSpecifier.Rsi(new("/Textures/Structures/Wallmounts/signs.rsi"), "radiation"), Act = () => { - _antag.ForceMakeAntag(player, DefaultNukeOpRule); + _nukeopsRule.MakeLoneNukie(args.Target); }, Impact = LogImpact.High, Message = Loc.GetString("admin-verb-make-nuclear-operative"), @@ -97,14 +85,14 @@ private void AddAntagVerbs(GetVerbsEvent args) Icon = new SpriteSpecifier.Rsi(new("/Textures/Clothing/Head/Hats/pirate.rsi"), "icon"), Act = () => { - // pirates just get an outfit because they don't really have logic associated with them - SetOutfitCommand.SetOutfit(args.Target, PirateGearId, EntityManager); + _piratesRule.MakePirate(args.Target); }, Impact = LogImpact.High, Message = Loc.GetString("admin-verb-make-pirate"), }; args.Verbs.Add(pirate); + //todo come here at some point dear lort. Verb headRev = new() { Text = Loc.GetString("admin-verb-text-make-head-rev"), @@ -112,7 +100,7 @@ private void AddAntagVerbs(GetVerbsEvent args) Icon = new SpriteSpecifier.Rsi(new("/Textures/Interface/Misc/job_icons.rsi"), "HeadRevolutionary"), Act = () => { - _antag.ForceMakeAntag(player, DefaultRevsRule); + _revolutionaryRule.OnHeadRevAdmin(args.Target); }, Impact = LogImpact.High, Message = Loc.GetString("admin-verb-make-head-rev"), @@ -126,7 +114,7 @@ private void AddAntagVerbs(GetVerbsEvent args) Icon = new SpriteSpecifier.Rsi(new ResPath("/Textures/Clothing/Hands/Gloves/ihscombat.rsi"), "icon"), Act = () => { - _antag.ForceMakeAntag(player, DefaultThiefRule); + _thief.AdminMakeThief(args.Target, false); //Midround add pacified is bad }, Impact = LogImpact.High, Message = Loc.GetString("admin-verb-make-thief"), diff --git a/Content.Server/Antag/AntagSelectionPlayerPool.cs b/Content.Server/Antag/AntagSelectionPlayerPool.cs deleted file mode 100644 index 87873e96d1a..00000000000 --- a/Content.Server/Antag/AntagSelectionPlayerPool.cs +++ /dev/null @@ -1,27 +0,0 @@ -using System.Diagnostics.CodeAnalysis; -using System.Linq; -using Robust.Shared.Player; -using Robust.Shared.Random; - -namespace Content.Server.Antag; - -public sealed class AntagSelectionPlayerPool (List> orderedPools) -{ - public bool TryPickAndTake(IRobustRandom random, [NotNullWhen(true)] out ICommonSession? session) - { - session = null; - - foreach (var pool in orderedPools) - { - if (pool.Count == 0) - continue; - - session = random.PickAndTake(pool); - break; - } - - return session != null; - } - - public int Count => orderedPools.Sum(p => p.Count); -} diff --git a/Content.Server/Antag/AntagSelectionSystem.API.cs b/Content.Server/Antag/AntagSelectionSystem.API.cs deleted file mode 100644 index 470f98fca1d..00000000000 --- a/Content.Server/Antag/AntagSelectionSystem.API.cs +++ /dev/null @@ -1,303 +0,0 @@ -using System.Diagnostics.CodeAnalysis; -using System.Linq; -using Content.Server.Antag.Components; -using Content.Server.GameTicking.Rules.Components; -using Content.Server.Objectives; -using Content.Shared.Chat; -using Content.Shared.Mind; -using JetBrains.Annotations; -using Robust.Shared.Audio; -using Robust.Shared.Player; - -namespace Content.Server.Antag; - -public sealed partial class AntagSelectionSystem -{ - /// - /// Tries to get the next non-filled definition based on the current amount of selected minds and other factors. - /// - public bool TryGetNextAvailableDefinition(Entity ent, - [NotNullWhen(true)] out AntagSelectionDefinition? definition) - { - definition = null; - - var totalTargetCount = GetTargetAntagCount(ent); - var mindCount = ent.Comp.SelectedMinds.Count; - if (mindCount >= totalTargetCount) - return false; - - foreach (var def in ent.Comp.Definitions) - { - var target = GetTargetAntagCount(ent, null, def); - - if (mindCount < target) - { - definition = def; - return true; - } - - mindCount -= target; - } - - return false; - } - - /// - /// Gets the number of antagonists that should be present for a given rule based on the provided pool. - /// A null pool will simply use the player count. - /// - public int GetTargetAntagCount(Entity ent, AntagSelectionPlayerPool? pool = null) - { - var count = 0; - foreach (var def in ent.Comp.Definitions) - { - count += GetTargetAntagCount(ent, pool, def); - } - - return count; - } - - /// - /// Gets the number of antagonists that should be present for a given antag definition based on the provided pool. - /// A null pool will simply use the player count. - /// - public int GetTargetAntagCount(Entity ent, AntagSelectionPlayerPool? pool, AntagSelectionDefinition def) - { - var poolSize = pool?.Count ?? _playerManager.Sessions.Length; - // factor in other definitions' affect on the count. - var countOffset = 0; - foreach (var otherDef in ent.Comp.Definitions) - { - countOffset += Math.Clamp(poolSize / otherDef.PlayerRatio, otherDef.Min, otherDef.Max) * otherDef.PlayerRatio; - } - // make sure we don't double-count the current selection - countOffset -= Math.Clamp((poolSize + countOffset) / def.PlayerRatio, def.Min, def.Max) * def.PlayerRatio; - - return Math.Clamp((poolSize - countOffset) / def.PlayerRatio, def.Min, def.Max); - } - - /// - /// Returns identifiable information for all antagonists to be used in a round end summary. - /// - /// - /// A list containing, in order, the antag's mind, the session data, and the original name stored as a string. - /// - public List<(EntityUid, SessionData, string)> GetAntagIdentifiers(Entity ent) - { - if (!Resolve(ent, ref ent.Comp, false)) - return new List<(EntityUid, SessionData, string)>(); - - var output = new List<(EntityUid, SessionData, string)>(); - foreach (var (mind, name) in ent.Comp.SelectedMinds) - { - if (!TryComp(mind, out var mindComp) || mindComp.OriginalOwnerUserId == null) - continue; - - if (!_playerManager.TryGetPlayerData(mindComp.OriginalOwnerUserId.Value, out var data)) - continue; - - output.Add((mind, data, name)); - } - return output; - } - - /// - /// Returns all the minds of antagonists. - /// - public List> GetAntagMinds(Entity ent) - { - if (!Resolve(ent, ref ent.Comp, false)) - return new(); - - var output = new List>(); - foreach (var (mind, _) in ent.Comp.SelectedMinds) - { - if (!TryComp(mind, out var mindComp) || mindComp.OriginalOwnerUserId == null) - continue; - - output.Add((mind, mindComp)); - } - return output; - } - - /// - /// Helper specifically for - /// - public List GetAntagMindEntityUids(Entity ent) - { - if (!Resolve(ent, ref ent.Comp, false)) - return new(); - - return ent.Comp.SelectedMinds.Select(p => p.Item1).ToList(); - } - - /// - /// Returns all the antagonists for this rule who are currently alive - /// - public IEnumerable GetAliveAntags(Entity ent) - { - if (!Resolve(ent, ref ent.Comp, false)) - yield break; - - var minds = GetAntagMinds(ent); - foreach (var mind in minds) - { - if (_mind.IsCharacterDeadIc(mind)) - continue; - - if (mind.Comp.OriginalOwnedEntity != null) - yield return GetEntity(mind.Comp.OriginalOwnedEntity.Value); - } - } - - /// - /// Returns the number of alive antagonists for this rule. - /// - public int GetAliveAntagCount(Entity ent) - { - if (!Resolve(ent, ref ent.Comp, false)) - return 0; - - var numbah = 0; - var minds = GetAntagMinds(ent); - foreach (var mind in minds) - { - if (_mind.IsCharacterDeadIc(mind)) - continue; - - numbah++; - } - - return numbah; - } - - /// - /// Returns if there are any remaining antagonists alive for this rule. - /// - public bool AnyAliveAntags(Entity ent) - { - if (!Resolve(ent, ref ent.Comp, false)) - return false; - - return GetAliveAntags(ent).Any(); - } - - /// - /// Checks if all the antagonists for this rule are alive. - /// - public bool AllAntagsAlive(Entity ent) - { - if (!Resolve(ent, ref ent.Comp, false)) - return false; - - return GetAliveAntagCount(ent) == ent.Comp.SelectedMinds.Count; - } - - /// - /// Helper method to send the briefing text and sound to a player entity - /// - /// The entity chosen to be antag - /// The briefing text to send - /// The color the briefing should be, null for default - /// The sound to briefing/greeting sound to play - public void SendBriefing(EntityUid entity, string briefing, Color? briefingColor, SoundSpecifier? briefingSound) - { - if (!_mind.TryGetMind(entity, out _, out var mindComponent)) - return; - - if (mindComponent.Session == null) - return; - - SendBriefing(mindComponent.Session, briefing, briefingColor, briefingSound); - } - - /// - /// Helper method to send the briefing text and sound to a list of sessions - /// - /// The sessions that will be sent the briefing - /// The briefing text to send - /// The color the briefing should be, null for default - /// The sound to briefing/greeting sound to play - [PublicAPI] - public void SendBriefing(List sessions, string briefing, Color? briefingColor, SoundSpecifier? briefingSound) - { - foreach (var session in sessions) - { - SendBriefing(session, briefing, briefingColor, briefingSound); - } - } - - /// - /// Helper method to send the briefing text and sound to a session - /// - /// The player chosen to be an antag - /// The briefing data - public void SendBriefing( - ICommonSession? session, - BriefingData? data) - { - if (session == null || data == null) - return; - - var text = data.Value.Text == null ? string.Empty : Loc.GetString(data.Value.Text); - SendBriefing(session, text, data.Value.Color, data.Value.Sound); - } - - /// - /// Helper method to send the briefing text and sound to a session - /// - /// The player chosen to be an antag - /// The briefing text to send - /// The color the briefing should be, null for default - /// The sound to briefing/greeting sound to play - public void SendBriefing( - ICommonSession? session, - string briefing, - Color? briefingColor, - SoundSpecifier? briefingSound) - { - if (session == null) - return; - - _audio.PlayGlobal(briefingSound, session); - if (!string.IsNullOrEmpty(briefing)) - { - var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", briefing)); - _chat.ChatMessageToOne(ChatChannel.Server, briefing, wrappedMessage, default, false, session.Channel, - briefingColor); - } - } - - /// - /// This technically is a gamerule-ent-less way to make an entity an antag. - /// You should almost never be using this. - /// - public void ForceMakeAntag(ICommonSession? player, string defaultRule) where T : Component - { - var rule = ForceGetGameRuleEnt(defaultRule); - - if (!TryGetNextAvailableDefinition(rule, out var def)) - def = rule.Comp.Definitions.Last(); - - MakeAntag(rule, player, def.Value); - } - - /// - /// Tries to grab one of the weird specific antag gamerule ents or starts a new one. - /// This is gross code but also most of this is pretty gross to begin with. - /// - public Entity ForceGetGameRuleEnt(string id) where T : Component - { - var query = EntityQueryEnumerator(); - while (query.MoveNext(out var uid, out _, out var comp)) - { - return (uid, comp); - } - var ruleEnt = GameTicker.AddGameRule(id); - RemComp(ruleEnt); - var antag = Comp(ruleEnt); - antag.SelectionsComplete = true; // don't do normal selection. - GameTicker.StartGameRule(ruleEnt); - return (ruleEnt, antag); - } -} diff --git a/Content.Server/Antag/AntagSelectionSystem.cs b/Content.Server/Antag/AntagSelectionSystem.cs index 6bfb7394f5b..b11c562df5a 100644 --- a/Content.Server/Antag/AntagSelectionSystem.cs +++ b/Content.Server/Antag/AntagSelectionSystem.cs @@ -1,461 +1,347 @@ -using System.Linq; -using Content.Server.Antag.Components; -using Content.Server.Chat.Managers; -using Content.Server.GameTicking; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules; -using Content.Server.Ghost.Roles; -using Content.Server.Ghost.Roles.Components; +using Content.Server.GameTicking.Rules.Components; using Content.Server.Mind; using Content.Server.Preferences.Managers; -using Content.Server.Roles; using Content.Server.Roles.Jobs; using Content.Server.Shuttles.Components; -using Content.Server.Station.Systems; using Content.Shared.Antag; -using Content.Shared.Ghost; using Content.Shared.Humanoid; using Content.Shared.Players; using Content.Shared.Preferences; +using Content.Shared.Roles; using Robust.Server.Audio; -using Robust.Server.GameObjects; -using Robust.Server.Player; -using Robust.Shared.Enums; -using Robust.Shared.Map; +using Robust.Shared.Audio; using Robust.Shared.Player; +using Robust.Shared.Prototypes; using Robust.Shared.Random; +using System.Linq; +using Content.Shared.Chat; +using Robust.Shared.Enums; namespace Content.Server.Antag; -public sealed partial class AntagSelectionSystem : GameRuleSystem +public sealed class AntagSelectionSystem : GameRuleSystem { - [Dependency] private readonly IChatManager _chat = default!; - [Dependency] private readonly IPlayerManager _playerManager = default!; - [Dependency] private readonly IServerPreferencesManager _pref = default!; - [Dependency] private readonly AudioSystem _audio = default!; - [Dependency] private readonly GhostRoleSystem _ghostRole = default!; + [Dependency] private readonly IServerPreferencesManager _prefs = default!; + [Dependency] private readonly AudioSystem _audioSystem = default!; [Dependency] private readonly JobSystem _jobs = default!; - [Dependency] private readonly MindSystem _mind = default!; - [Dependency] private readonly RoleSystem _role = default!; - [Dependency] private readonly StationSpawningSystem _stationSpawning = default!; - [Dependency] private readonly TransformSystem _transform = default!; - - // arbitrary random number to give late joining some mild interest. - public const float LateJoinRandomChance = 0.5f; + [Dependency] private readonly MindSystem _mindSystem = default!; + [Dependency] private readonly SharedRoleSystem _roleSystem = default!; - /// - public override void Initialize() + #region Eligible Player Selection + /// + /// Get all players that are eligible for an antag role + /// + /// All sessions from which to select eligible players + /// The prototype to get eligible players for + /// Should jobs that prohibit antag roles (ie Heads, Sec, Interns) be included + /// Should players already selected as antags be eligible + /// Should we ignore if the player has enabled this specific role + /// A custom condition that each player is tested against, if it returns true the player is excluded from eligibility + /// List of all player entities that match the requirements + public List GetEligiblePlayers(IEnumerable playerSessions, + ProtoId antagPrototype, + bool includeAllJobs = false, + AntagAcceptability acceptableAntags = AntagAcceptability.NotExclusive, + bool ignorePreferences = false, + bool allowNonHumanoids = false, + Func? customExcludeCondition = null) { - base.Initialize(); - - SubscribeLocalEvent(OnTakeGhostRole); - - SubscribeLocalEvent(OnPlayerSpawning); - SubscribeLocalEvent(OnJobsAssigned); - SubscribeLocalEvent(OnSpawnComplete); - } + var eligiblePlayers = new List(); - private void OnTakeGhostRole(Entity ent, ref TakeGhostRoleEvent args) - { - if (args.TookRole) - return; - - if (ent.Comp.Rule is not { } rule || ent.Comp.Definition is not { } def) - return; - - if (!Exists(rule) || !TryComp(rule, out var select)) - return; + foreach (var player in playerSessions) + { + if (IsPlayerEligible(player, antagPrototype, includeAllJobs, acceptableAntags, ignorePreferences, allowNonHumanoids, customExcludeCondition)) + eligiblePlayers.Add(player.AttachedEntity!.Value); + } - MakeAntag((rule, select), args.Player, def, ignoreSpawner: true); - args.TookRole = true; - _ghostRole.UnregisterGhostRole((ent, Comp(ent))); + return eligiblePlayers; } - private void OnPlayerSpawning(RulePlayerSpawningEvent args) + /// + /// Get all sessions that are eligible for an antag role, can be run prior to sessions being attached to an entity + /// This does not exclude sessions that have already been chosen as antags - that must be handled manually + /// + /// All sessions from which to select eligible players + /// The prototype to get eligible players for + /// Should we ignore if the player has enabled this specific role + /// List of all player sessions that match the requirements + public List GetEligibleSessions(IEnumerable playerSessions, ProtoId antagPrototype, bool ignorePreferences = false) { - var pool = args.PlayerPool; + var eligibleSessions = new List(); - var query = QueryActiveRules(); - while (query.MoveNext(out var uid, out _, out var comp, out _)) + foreach (var session in playerSessions) { - if (comp.SelectionTime != AntagSelectionTime.PrePlayerSpawn) - continue; - - if (comp.SelectionsComplete) - return; - - ChooseAntags((uid, comp), pool); - comp.SelectionsComplete = true; - - foreach (var session in comp.SelectedSessions) - { - args.PlayerPool.Remove(session); - GameTicker.PlayerJoinGame(session); - } + if (IsSessionEligible(session, antagPrototype, ignorePreferences)) + eligibleSessions.Add(session); } - } - - private void OnJobsAssigned(RulePlayerJobsAssignedEvent args) - { - var query = QueryActiveRules(); - while (query.MoveNext(out var uid, out _, out var comp, out _)) - { - if (comp.SelectionTime != AntagSelectionTime.PostPlayerSpawn) - continue; - - if (comp.SelectionsComplete) - continue; - ChooseAntags((uid, comp)); - comp.SelectionsComplete = true; - } + return eligibleSessions; } - private void OnSpawnComplete(PlayerSpawnCompleteEvent args) + /// + /// Test eligibility of the player for a specific antag role + /// + /// The player session to test + /// The prototype to get eligible players for + /// Should jobs that prohibit antag roles (ie Heads, Sec, Interns) be included + /// Should players already selected as antags be eligible + /// Should we ignore if the player has enabled this specific role + /// A function, accepting an EntityUid and returning bool. Each player is tested against this, returning truw will exclude the player from eligibility + /// True if the player session matches the requirements, false otherwise + public bool IsPlayerEligible(ICommonSession session, + ProtoId antagPrototype, + bool includeAllJobs = false, + AntagAcceptability acceptableAntags = AntagAcceptability.NotExclusive, + bool ignorePreferences = false, + bool allowNonHumanoids = false, + Func? customExcludeCondition = null) { - if (!args.LateJoin) - return; - - // TODO: this really doesn't handle multiple latejoin definitions well - // eventually this should probably store the players per definition with some kind of unique identifier. - // something to figure out later. - - var query = QueryActiveRules(); - while (query.MoveNext(out var uid, out _, out var antag, out _)) - { - if (!RobustRandom.Prob(LateJoinRandomChance)) - continue; + if (!IsSessionEligible(session, antagPrototype, ignorePreferences)) + return false; - if (!antag.Definitions.Any(p => p.LateJoinAdditional)) - continue; + //Ensure the player has a mind + if (session.GetMind() is not { } playerMind) + return false; - if (!TryGetNextAvailableDefinition((uid, antag), out var def)) - continue; + //Ensure the player has an attached entity + if (session.AttachedEntity is not { } playerEntity) + return false; - if (TryMakeAntag((uid, antag), args.Player, def.Value)) - break; - } - } + //Ignore latejoined players, ie those on the arrivals station + if (HasComp(playerEntity)) + return false; - protected override void Added(EntityUid uid, AntagSelectionComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args) - { - base.Added(uid, component, gameRule, args); + //Exclude jobs that cannot be antag, unless explicitly allowed + if (!includeAllJobs && !_jobs.CanBeAntag(session)) + return false; - for (var i = 0; i < component.Definitions.Count; i++) + //Check if the entity is already an antag + switch (acceptableAntags) { - var def = component.Definitions[i]; - - if (def.MinRange != null) - { - def.Min = def.MinRange.Value.Next(RobustRandom); - } - - if (def.MaxRange != null) - { - def.Max = def.MaxRange.Value.Next(RobustRandom); - } + //If we dont want to select any antag roles + case AntagAcceptability.None: + { + if (_roleSystem.MindIsAntagonist(playerMind)) + return false; + break; + } + //If we dont want to select exclusive antag roles + case AntagAcceptability.NotExclusive: + { + if (_roleSystem.MindIsExclusiveAntagonist(playerMind)) + return false; + break; + } } - } - protected override void Started(EntityUid uid, AntagSelectionComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) - { - base.Started(uid, component, gameRule, args); + //Unless explictly allowed, ignore non humanoids (eg pets) + if (!allowNonHumanoids && !HasComp(playerEntity)) + return false; - if (component.SelectionsComplete) - return; + //If a custom condition was provided, test it and exclude the player if it returns true + if (customExcludeCondition != null && customExcludeCondition(playerEntity)) + return false; - if (GameTicker.RunLevel != GameRunLevel.InRound) - return; - if (GameTicker.RunLevel == GameRunLevel.InRound && component.SelectionTime == AntagSelectionTime.PrePlayerSpawn) - return; - - ChooseAntags((uid, component)); - component.SelectionsComplete = true; + return true; } /// - /// Chooses antagonists from the current selection of players + /// Check if the session is eligible for a role, can be run prior to the session being attached to an entity /// - public void ChooseAntags(Entity ent) + /// Player session to check + /// Which antag prototype to check for + /// Ignore if the player has enabled this antag + /// True if the session matches the requirements, false otherwise + public bool IsSessionEligible(ICommonSession session, ProtoId antagPrototype, bool ignorePreferences = false) { - var sessions = _playerManager.Sessions.ToList(); - ChooseAntags(ent, sessions); + //Exclude disconnected or zombie sessions + //No point giving antag roles to them + if (session.Status == SessionStatus.Disconnected || + session.Status == SessionStatus.Zombie) + return false; + + //Check the player has this antag preference selected + //Unless we are ignoring preferences, in which case add them anyway + var pref = (HumanoidCharacterProfile) _prefs.GetPreferences(session.UserId).SelectedCharacter; + if (!pref.AntagPreferences.Contains(antagPrototype.Id) && !ignorePreferences) + return false; + + return true; } + #endregion /// - /// Chooses antagonists from the given selection of players + /// Helper method to calculate the number of antags to select based upon the number of players /// - public void ChooseAntags(Entity ent, List pool) + /// How many players there are on the server + /// How many players should there be for an additional antag + /// Maximum number of antags allowed + /// The number of antags that should be chosen + public int CalculateAntagCount(int playerCount, int playersPerAntag, int maxAntags) { - foreach (var def in ent.Comp.Definitions) - { - ChooseAntags(ent, pool, def); - } + return Math.Clamp(playerCount / playersPerAntag, 1, maxAntags); } + #region Antag Selection /// - /// Chooses antagonists from the given selection of players for the given antag definition. + /// Selects a set number of entities from several lists, prioritising the first list till its empty, then second list etc /// - public void ChooseAntags(Entity ent, List pool, AntagSelectionDefinition def) + /// Array of lists, which are chosen from in order until the correct number of items are selected + /// How many items to select + /// Up to the specified count of elements from all provided lists + public List ChooseAntags(int count, params List[] eligiblePlayerLists) { - var playerPool = GetPlayerPool(ent, pool, def); - var count = GetTargetAntagCount(ent, playerPool, def); - - for (var i = 0; i < count; i++) + var chosenPlayers = new List(); + foreach (var playerList in eligiblePlayerLists) { - var session = (ICommonSession?) null; - if (def.PickPlayer) + //Remove all chosen players from this list, to prevent duplicates + foreach (var chosenPlayer in chosenPlayers) { - if (!playerPool.TryPickAndTake(RobustRandom, out session)) - break; - - if (ent.Comp.SelectedSessions.Contains(session)) - continue; + playerList.Remove(chosenPlayer); } - MakeAntag(ent, session, def); + //If we have reached the desired number of players, skip + if (chosenPlayers.Count >= count) + continue; + + //Pick and choose a random number of players from this list + chosenPlayers.AddRange(ChooseAntags(count - chosenPlayers.Count, playerList)); } + return chosenPlayers; } - /// - /// Tries to makes a given player into the specified antagonist. + /// Helper method to choose antags from a list /// - public bool TryMakeAntag(Entity ent, ICommonSession? session, AntagSelectionDefinition def, bool ignoreSpawner = false) + /// List of eligible players + /// How many to choose + /// Up to the specified count of elements from the provided list + public List ChooseAntags(int count, List eligiblePlayers) { - if (!IsSessionValid(ent, session, def) || - !IsEntityValid(session?.AttachedEntity, def)) + var chosenPlayers = new List(); + + for (var i = 0; i < count; i++) { - return false; + if (eligiblePlayers.Count == 0) + break; + + chosenPlayers.Add(RobustRandom.PickAndTake(eligiblePlayers)); } - MakeAntag(ent, session, def, ignoreSpawner); - return true; + return chosenPlayers; } /// - /// Makes a given player into the specified antagonist. + /// Selects a set number of sessions from several lists, prioritising the first list till its empty, then second list etc /// - public void MakeAntag(Entity ent, ICommonSession? session, AntagSelectionDefinition def, bool ignoreSpawner = false) + /// Array of lists, which are chosen from in order until the correct number of items are selected + /// How many items to select + /// Up to the specified count of elements from all provided lists + public List ChooseAntags(int count, params List[] eligiblePlayerLists) { - var antagEnt = (EntityUid?) null; - var isSpawner = false; - - if (session != null) - { - ent.Comp.SelectedSessions.Add(session); - - // we shouldn't be blocking the entity if they're just a ghost or smth. - if (!HasComp(session.AttachedEntity)) - antagEnt = session.AttachedEntity; - } - else if (!ignoreSpawner && def.SpawnerPrototype != null) // don't add spawners if we have a player, dummy. - { - antagEnt = Spawn(def.SpawnerPrototype); - isSpawner = true; - } - - if (!antagEnt.HasValue) - { - var getEntEv = new AntagSelectEntityEvent(session, ent); - RaiseLocalEvent(ent, ref getEntEv, true); - - if (!getEntEv.Handled) - { - throw new InvalidOperationException($"Attempted to make {session} antagonist in gamerule {ToPrettyString(ent)} but there was no valid entity for player."); - } - - antagEnt = getEntEv.Entity; - } - - if (antagEnt is not { } player) - return; - - var getPosEv = new AntagSelectLocationEvent(session, ent); - RaiseLocalEvent(ent, ref getPosEv, true); - if (getPosEv.Handled) - { - var playerXform = Transform(player); - var pos = RobustRandom.Pick(getPosEv.Coordinates); - _transform.SetMapCoordinates((player, playerXform), pos); - } - - if (isSpawner) - { - if (!TryComp(player, out var spawnerComp)) - { - Log.Error("Antag spawner with GhostRoleAntagSpawnerComponent."); - return; - } - - spawnerComp.Rule = ent; - spawnerComp.Definition = def; - return; - } - - EntityManager.AddComponents(player, def.Components); - _stationSpawning.EquipStartingGear(player, def.StartingGear); - - if (session != null) + var chosenPlayers = new List(); + foreach (var playerList in eligiblePlayerLists) { - var curMind = session.GetMind(); - if (curMind == null) + //Remove all chosen players from this list, to prevent duplicates + foreach (var chosenPlayer in chosenPlayers) { - curMind = _mind.CreateMind(session.UserId, Name(antagEnt.Value)); - _mind.SetUserId(curMind.Value, session.UserId); + playerList.Remove(chosenPlayer); } - _mind.TransferTo(curMind.Value, antagEnt, ghostCheckOverride: true); - _role.MindAddRoles(curMind.Value, def.MindComponents); - ent.Comp.SelectedMinds.Add((curMind.Value, Name(player))); - } + //If we have reached the desired number of players, skip + if (chosenPlayers.Count >= count) + continue; - if (def.Briefing is { } briefing) - { - SendBriefing(session, briefing); + //Pick and choose a random number of players from this list + chosenPlayers.AddRange(ChooseAntags(count - chosenPlayers.Count, playerList)); } - - var afterEv = new AfterAntagEntitySelectedEvent(session, player, ent, def); - RaiseLocalEvent(ent, ref afterEv, true); + return chosenPlayers; } - /// - /// Gets an ordered player pool based on player preferences and the antagonist definition. + /// Helper method to choose sessions from a list /// - public AntagSelectionPlayerPool GetPlayerPool(Entity ent, List sessions, AntagSelectionDefinition def) + /// List of eligible sessions + /// How many to choose + /// Up to the specified count of elements from the provided list + public List ChooseAntags(int count, List eligiblePlayers) { - var preferredList = new List(); - var secondBestList = new List(); - var unwantedList = new List(); - var invalidList = new List(); - foreach (var session in sessions) + var chosenPlayers = new List(); + + for (int i = 0; i < count; i++) { - if (!IsSessionValid(ent, session, def) || - !IsEntityValid(session.AttachedEntity, def)) - { - invalidList.Add(session); - continue; - } + if (eligiblePlayers.Count == 0) + break; - var pref = (HumanoidCharacterProfile) _pref.GetPreferences(session.UserId).SelectedCharacter; - if (def.PrefRoles.Count != 0 && pref.AntagPreferences.Any(p => def.PrefRoles.Contains(p))) - { - preferredList.Add(session); - } - else if (def.FallbackRoles.Count != 0 && pref.AntagPreferences.Any(p => def.FallbackRoles.Contains(p))) - { - secondBestList.Add(session); - } - else - { - unwantedList.Add(session); - } + chosenPlayers.Add(RobustRandom.PickAndTake(eligiblePlayers)); } - return new AntagSelectionPlayerPool(new() { preferredList, secondBestList, unwantedList, invalidList }); + return chosenPlayers; } + #endregion + #region Briefings /// - /// Checks if a given session is valid for an antagonist. + /// Helper method to send the briefing text and sound to a list of entities /// - public bool IsSessionValid(Entity ent, ICommonSession? session, AntagSelectionDefinition def, EntityUid? mind = null) + /// The players chosen to be antags + /// The briefing text to send + /// The color the briefing should be, null for default + /// The sound to briefing/greeting sound to play + public void SendBriefing(List entities, string briefing, Color? briefingColor, SoundSpecifier? briefingSound) { - if (session == null) - return true; - - mind ??= session.GetMind(); - - if (session.Status is SessionStatus.Disconnected or SessionStatus.Zombie) - return false; - - if (ent.Comp.SelectedSessions.Contains(session)) - return false; - - //todo: we need some way to check that we're not getting the same role twice. (double picking thieves or zombies through midrounds) - - switch (def.MultiAntagSetting) + foreach (var entity in entities) { - case AntagAcceptability.None: - { - if (_role.MindIsAntagonist(mind)) - return false; - break; - } - case AntagAcceptability.NotExclusive: - { - if (_role.MindIsExclusiveAntagonist(mind)) - return false; - break; - } + SendBriefing(entity, briefing, briefingColor, briefingSound); } - - // todo: expand this to allow for more fine antag-selection logic for game rules. - if (!_jobs.CanBeAntag(session)) - return false; - - return true; } /// - /// Checks if a given entity (mind/session not included) is valid for a given antagonist. + /// Helper method to send the briefing text and sound to a player entity /// - private bool IsEntityValid(EntityUid? entity, AntagSelectionDefinition def) + /// The entity chosen to be antag + /// The briefing text to send + /// The color the briefing should be, null for default + /// The sound to briefing/greeting sound to play + public void SendBriefing(EntityUid entity, string briefing, Color? briefingColor, SoundSpecifier? briefingSound) { - if (entity == null) - return false; + if (!_mindSystem.TryGetMind(entity, out _, out var mindComponent)) + return; - if (HasComp(entity)) - return false; + if (mindComponent.Session == null) + return; - if (!def.AllowNonHumans && !HasComp(entity)) - return false; + SendBriefing(mindComponent.Session, briefing, briefingColor, briefingSound); + } - if (def.Whitelist != null) - { - if (!def.Whitelist.IsValid(entity.Value, EntityManager)) - return false; - } + /// + /// Helper method to send the briefing text and sound to a list of sessions + /// + /// + /// + /// + /// - if (def.Blacklist != null) + public void SendBriefing(List sessions, string briefing, Color? briefingColor, SoundSpecifier? briefingSound) + { + foreach (var session in sessions) { - if (def.Blacklist.IsValid(entity.Value, EntityManager)) - return false; + SendBriefing(session, briefing, briefingColor, briefingSound); } - - return true; } -} - -/// -/// Event raised on a game rule entity in order to determine what the antagonist entity will be. -/// Only raised if the selected player's current entity is invalid. -/// -[ByRefEvent] -public record struct AntagSelectEntityEvent(ICommonSession? Session, Entity GameRule) -{ - public readonly ICommonSession? Session = Session; - - public bool Handled => Entity != null; - - public EntityUid? Entity; -} - -/// -/// Event raised on a game rule entity to determine the location for the antagonist. -/// -[ByRefEvent] -public record struct AntagSelectLocationEvent(ICommonSession? Session, Entity GameRule) -{ - public readonly ICommonSession? Session = Session; - - public bool Handled => Coordinates.Any(); + /// + /// Helper method to send the briefing text and sound to a session + /// + /// The player chosen to be an antag + /// The briefing text to send + /// The color the briefing should be, null for default + /// The sound to briefing/greeting sound to play - public List Coordinates = new(); + public void SendBriefing(ICommonSession session, string briefing, Color? briefingColor, SoundSpecifier? briefingSound) + { + _audioSystem.PlayGlobal(briefingSound, session); + var wrappedMessage = Loc.GetString("chat-manager-server-wrap-message", ("message", briefing)); + ChatManager.ChatMessageToOne(ChatChannel.Server, briefing, wrappedMessage, default, false, session.Channel, briefingColor); + } + #endregion } - -/// -/// Event raised on a game rule entity after the setup logic for an antag is complete. -/// Used for applying additional more complex setup logic. -/// -[ByRefEvent] -public readonly record struct AfterAntagEntitySelectedEvent(ICommonSession? Session, EntityUid EntityUid, Entity GameRule, AntagSelectionDefinition Def); diff --git a/Content.Server/Antag/Components/AntagSelectionComponent.cs b/Content.Server/Antag/Components/AntagSelectionComponent.cs deleted file mode 100644 index 096be14049a..00000000000 --- a/Content.Server/Antag/Components/AntagSelectionComponent.cs +++ /dev/null @@ -1,189 +0,0 @@ -using Content.Server.Administration.Systems; -using Content.Server.Destructible.Thresholds; -using Content.Shared.Antag; -using Content.Shared.Roles; -using Content.Shared.Storage; -using Content.Shared.Whitelist; -using Robust.Shared.Audio; -using Robust.Shared.Player; -using Robust.Shared.Prototypes; - -namespace Content.Server.Antag.Components; - -[RegisterComponent, Access(typeof(AntagSelectionSystem), typeof(AdminVerbSystem))] -public sealed partial class AntagSelectionComponent : Component -{ - /// - /// Has the primary selection of antagonists finished yet? - /// - [DataField] - public bool SelectionsComplete; - - /// - /// The definitions for the antagonists - /// - [DataField] - public List Definitions = new(); - - /// - /// The minds and original names of the players selected to be antagonists. - /// - [DataField] - public List<(EntityUid, string)> SelectedMinds = new(); - - /// - /// When the antag selection will occur. - /// - [DataField] - public AntagSelectionTime SelectionTime = AntagSelectionTime.PostPlayerSpawn; - - /// - /// Cached sessions of players who are chosen. Used so we don't have to rebuild the pool multiple times in a tick. - /// Is not serialized. - /// - public HashSet SelectedSessions = new(); -} - -[DataDefinition] -public partial struct AntagSelectionDefinition() -{ - /// - /// A list of antagonist roles that are used for selecting which players will be antagonists. - /// - [DataField] - public List> PrefRoles = new(); - - /// - /// Fallback for . Useful if you need multiple role preferences for a team antagonist. - /// - [DataField] - public List> FallbackRoles = new(); - - /// - /// Should we allow people who already have an antagonist role? - /// - [DataField] - public AntagAcceptability MultiAntagSetting = AntagAcceptability.None; - - /// - /// The minimum number of this antag. - /// - [DataField] - public int Min = 1; - - /// - /// The maximum number of this antag. - /// - [DataField] - public int Max = 1; - - /// - /// A range used to randomly select - /// - [DataField] - public MinMax? MinRange; - - /// - /// A range used to randomly select - /// - [DataField] - public MinMax? MaxRange; - - /// - /// a player to antag ratio: used to determine the amount of antags that will be present. - /// - [DataField] - public int PlayerRatio = 10; - - /// - /// Whether or not players should be picked to inhabit this antag or not. - /// - [DataField] - public bool PickPlayer = true; - - /// - /// If true, players that latejoin into a round have a chance of being converted into antagonists. - /// - [DataField] - public bool LateJoinAdditional = false; - - //todo: find out how to do this with minimal boilerplate: filler department, maybe? - //public HashSet> JobBlacklist = new() - - /// - /// Mostly just here for legacy compatibility and reducing boilerplate - /// - [DataField] - public bool AllowNonHumans = false; - - /// - /// A whitelist for selecting which players can become this antag. - /// - [DataField] - public EntityWhitelist? Whitelist; - - /// - /// A blacklist for selecting which players can become this antag. - /// - [DataField] - public EntityWhitelist? Blacklist; - - /// - /// Components added to the player. - /// - [DataField] - public ComponentRegistry Components = new(); - - /// - /// Components added to the player's mind. - /// - [DataField] - public ComponentRegistry MindComponents = new(); - - /// - /// A set of starting gear that's equipped to the player. - /// - [DataField] - public ProtoId? StartingGear; - - /// - /// A briefing shown to the player. - /// - [DataField] - public BriefingData? Briefing; - - /// - /// A spawner used to defer the selection of this particular definition. - /// - /// - /// Not the cleanest way of doing this code but it's just an odd specific behavior. - /// Sue me. - /// - [DataField] - public EntProtoId? SpawnerPrototype; -} - -/// -/// Contains data used to generate a briefing. -/// -[DataDefinition] -public partial struct BriefingData -{ - /// - /// The text shown - /// - [DataField] - public LocId? Text; - - /// - /// The color of the text. - /// - [DataField] - public Color? Color; - - /// - /// The sound played. - /// - [DataField] - public SoundSpecifier? Sound; -} diff --git a/Content.Server/Antag/Components/GhostRoleAntagSpawnerComponent.cs b/Content.Server/Antag/Components/GhostRoleAntagSpawnerComponent.cs deleted file mode 100644 index fcaa4d42672..00000000000 --- a/Content.Server/Antag/Components/GhostRoleAntagSpawnerComponent.cs +++ /dev/null @@ -1,14 +0,0 @@ -namespace Content.Server.Antag.Components; - -/// -/// Ghost role spawner that creates an antag for the associated gamerule. -/// -[RegisterComponent, Access(typeof(AntagSelectionSystem))] -public sealed partial class GhostRoleAntagSpawnerComponent : Component -{ - [DataField] - public EntityUid? Rule; - - [DataField] - public AntagSelectionDefinition? Definition; -} diff --git a/Content.Server/Antag/MobReplacementRuleSystem.cs b/Content.Server/Antag/MobReplacementRuleSystem.cs index 18837b5a7c8..ba09c84bce4 100644 --- a/Content.Server/Antag/MobReplacementRuleSystem.cs +++ b/Content.Server/Antag/MobReplacementRuleSystem.cs @@ -1,16 +1,45 @@ +using System.Numerics; +using Content.Server.Advertise.Components; +using Content.Server.Advertise.EntitySystems; using Content.Server.Antag.Mimic; -using Content.Server.GameTicking.Components; +using Content.Server.Chat.Systems; using Content.Server.GameTicking.Rules; using Content.Server.GameTicking.Rules.Components; +using Content.Server.NPC.Systems; +using Content.Server.Station.Systems; +using Content.Server.GameTicking; using Content.Shared.VendingMachines; using Robust.Shared.Map; +using Robust.Shared.Prototypes; using Robust.Shared.Random; +using Robust.Server.GameObjects; +using Robust.Shared.Physics.Systems; +using System.Linq; +using Robust.Shared.Physics; +using Content.Shared.Movement.Components; +using Content.Shared.Damage; +using Content.Server.NPC.HTN; +using Content.Server.NPC; +using Content.Shared.Weapons.Melee; +using Content.Server.Power.Components; +using Content.Shared.CombatMode; namespace Content.Server.Antag; public sealed class MobReplacementRuleSystem : GameRuleSystem { [Dependency] private readonly IRobustRandom _random = default!; + [Dependency] private readonly StationSystem _station = default!; + [Dependency] private readonly GameTicker _gameTicker = default!; + [Dependency] private readonly ChatSystem _chat = default!; + [Dependency] private readonly IPrototypeManager _prototype = default!; + [Dependency] private readonly IComponentFactory _componentFactory = default!; + [Dependency] private readonly SharedPhysicsSystem _physics = default!; + [Dependency] private readonly NpcFactionSystem _npcFaction = default!; + [Dependency] private readonly NPCSystem _npc = default!; + [Dependency] private readonly SharedTransformSystem _transform = default!; + [Dependency] private readonly AdvertiseSystem _advertise = default!; + protected override void Started(EntityUid uid, MobReplacementRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) { @@ -18,21 +47,133 @@ protected override void Started(EntityUid uid, MobReplacementRuleComponent compo var query = AllEntityQuery(); var spawns = new List<(EntityUid Entity, EntityCoordinates Coordinates)>(); + var stations = _gameTicker.GetSpawnableStations(); while (query.MoveNext(out var vendingUid, out _, out var xform)) { - if (!_random.Prob(component.Chance)) + var ownerStation = _station.GetOwningStation(vendingUid); + + if (ownerStation == null + || ownerStation != stations[0]) + continue; + + // Make sure that we aren't running this on something that is already a mimic + if (HasComp(vendingUid)) continue; spawns.Add((vendingUid, xform.Coordinates)); } - foreach (var entity in spawns) + if (spawns == null) { - var coordinates = entity.Coordinates; - Del(entity.Entity); + //WTF THE STATION DOESN'T EXIST! WE MUST BE IN A TEST! QUICK, PUT A MIMIC AT 0,0!!! + Spawn(component.Proto, new EntityCoordinates(uid, new Vector2(0, 0))); + } + else + { + // This is intentionally not clamped. If a server host wants to replace every vending machine in the entire station with a mimic, who am I to stop them? + var k = MathF.MaxMagnitude(component.NumberToReplace, 1); + while (k > 0 && spawns != null && spawns.Count > 0) + { + if (k > 1) + { + var spawnLocation = _random.PickAndTake(spawns); + BuildAMimicWorkshop(spawnLocation.Entity, component); + } + else + { + BuildAMimicWorkshop(spawns[0].Entity, component); + } + + if (k == MathF.MaxMagnitude(component.NumberToReplace, 1) + && component.DoAnnouncement) + _chat.DispatchStationAnnouncement(stations[0], Loc.GetString("station-event-rampant-intelligence-announcement"), playDefaultSound: true, + colorOverride: Color.Red, sender: "Central Command"); + + k--; + } + } + } + + /// + /// It's like Build a Bear, but MURDER + /// + /// + public void BuildAMimicWorkshop(EntityUid uid, MobReplacementRuleComponent component) + { + var metaData = MetaData(uid); + var vendorPrototype = metaData.EntityPrototype; + var mimicProto = _prototype.Index(component.Proto); + + var vendorComponents = vendorPrototype?.Components.Keys + .Where(n => n != "Transform" && n != "MetaData") + .Select(name => (name, _componentFactory.GetRegistration(name).Type)) + .ToList() ?? new List<(string name, Type type)>(); + + var mimicComponents = mimicProto?.Components.Keys + .Where(n => n != "Transform" && n != "MetaData") + .Select(name => (name, _componentFactory.GetRegistration(name).Type)) + .ToList() ?? new List<(string name, Type type)>(); - Spawn(component.Proto, coordinates); + foreach (var name in mimicComponents.Except(vendorComponents)) + { + var newComponent = _componentFactory.GetComponent(name.name); + EntityManager.AddComponent(uid, newComponent); } + + var xform = Transform(uid); + if (xform.Anchored) + _transform.Unanchor(uid, xform); + + SetupMimicNPC(uid, component); + + if (TryComp(uid, out var vendor) + && component.VendorModify) + SetupMimicVendor(uid, component, vendor); + } + /// + /// This handles getting the entity ready to be a hostile NPC + /// + /// + /// + private void SetupMimicNPC(EntityUid uid, MobReplacementRuleComponent component) + { + _physics.SetBodyType(uid, BodyType.KinematicController); + _npcFaction.AddFaction(uid, "SimpleHostile"); + + var melee = EnsureComp(uid); + melee.Angle = 0; + DamageSpecifier dspec = new() + { + DamageDict = new() + { + { "Blunt", component.MimicMeleeDamage } + } + }; + melee.Damage = dspec; + + var movementSpeed = EnsureComp(uid); + (movementSpeed.BaseSprintSpeed, movementSpeed.BaseWalkSpeed) = (component.MimicMoveSpeed, component.MimicMoveSpeed); + + var htn = EnsureComp(uid); + htn.RootTask = new HTNCompoundTask() { Task = component.MimicAIType }; + htn.Blackboard.SetValue(NPCBlackboard.NavSmash, component.MimicSmashGlass); + _npc.WakeNPC(uid, htn); + } + + /// + /// Handling specific interactions with vending machines + /// + /// + /// + /// + private void SetupMimicVendor(EntityUid uid, MobReplacementRuleComponent mimicComponent, AdvertiseComponent vendorComponent) + { + vendorComponent.MinimumWait = 5; + vendorComponent.MaximumWait = 15; + _advertise.SayAdvertisement(uid, vendorComponent); + + if (TryComp(uid, out var aPC)) + aPC.NeedsPower = false; } } diff --git a/Content.Server/DeltaV/ParadoxAnomaly/Systems/ParadoxAnomalySystem.cs b/Content.Server/DeltaV/ParadoxAnomaly/Systems/ParadoxAnomalySystem.cs index abdc9500202..62d994dac34 100644 --- a/Content.Server/DeltaV/ParadoxAnomaly/Systems/ParadoxAnomalySystem.cs +++ b/Content.Server/DeltaV/ParadoxAnomaly/Systems/ParadoxAnomalySystem.cs @@ -144,7 +144,7 @@ private bool TrySpawnParadoxAnomaly(string rule, [NotNullWhen(true)] out EntityU if (job.StartingGear != null && _proto.TryIndex(job.StartingGear, out var gear)) { - _stationSpawning.EquipStartingGear(spawned, gear); + _stationSpawning.EquipStartingGear(spawned, gear, profile); _stationSpawning.EquipIdCard(spawned, profile.Name, job, diff --git a/Content.Server/DeltaV/StationEvents/Events/GlimmerMobSpawnRule.cs b/Content.Server/DeltaV/StationEvents/Events/GlimmerMobSpawnRule.cs index 6849c508a1f..ec9ec770313 100644 --- a/Content.Server/DeltaV/StationEvents/Events/GlimmerMobSpawnRule.cs +++ b/Content.Server/DeltaV/StationEvents/Events/GlimmerMobSpawnRule.cs @@ -1,5 +1,4 @@ using System.Linq; -using Content.Server.GameTicking.Components; using Robust.Shared.Random; using Content.Server.GameTicking.Rules.Components; using Content.Server.NPC.Components; diff --git a/Content.Server/DeltaV/StationEvents/Events/PirateRadioSpawnRule.cs b/Content.Server/DeltaV/StationEvents/Events/PirateRadioSpawnRule.cs index c5d199164b4..ba042d89662 100644 --- a/Content.Server/DeltaV/StationEvents/Events/PirateRadioSpawnRule.cs +++ b/Content.Server/DeltaV/StationEvents/Events/PirateRadioSpawnRule.cs @@ -19,7 +19,6 @@ using Content.Shared.Salvage; using Content.Shared.Random.Helpers; using System.Linq; -using Content.Server.GameTicking.Components; using Content.Shared.CCVar; namespace Content.Server.StationEvents.Events; diff --git a/Content.Server/Destructible/Thresholds/MinMax.cs b/Content.Server/Destructible/Thresholds/MinMax.cs index c44864183ab..b438e7c0e8d 100644 --- a/Content.Server/Destructible/Thresholds/MinMax.cs +++ b/Content.Server/Destructible/Thresholds/MinMax.cs @@ -1,6 +1,4 @@ -using Robust.Shared.Random; - -namespace Content.Server.Destructible.Thresholds +namespace Content.Server.Destructible.Thresholds { [Serializable] [DataDefinition] @@ -11,16 +9,5 @@ public partial struct MinMax [DataField("max")] public int Max; - - public MinMax(int min, int max) - { - Min = min; - Max = max; - } - - public int Next(IRobustRandom random) - { - return random.Next(Min, Max + 1); - } } } diff --git a/Content.Server/Entry/EntryPoint.cs b/Content.Server/Entry/EntryPoint.cs index 48a65973491..a04f274491c 100644 --- a/Content.Server/Entry/EntryPoint.cs +++ b/Content.Server/Entry/EntryPoint.cs @@ -5,9 +5,9 @@ using Content.Server.Afk; using Content.Server.Chat.Managers; using Content.Server.Connection; +using Content.Server.DiscordAuth; using Content.Server.JoinQueue; using Content.Server.Database; -using Content.Server.DiscordAuth; using Content.Server.EUI; using Content.Server.GameTicking; using Content.Server.GhostKick; diff --git a/Content.Server/GameTicking/Components/DelayedStartRuleComponent.cs b/Content.Server/GameTicking/Components/DelayedStartRuleComponent.cs deleted file mode 100644 index de4be83627d..00000000000 --- a/Content.Server/GameTicking/Components/DelayedStartRuleComponent.cs +++ /dev/null @@ -1,16 +0,0 @@ -using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; - -namespace Content.Server.GameTicking.Components; - -/// -/// Generic component used to track a gamerule that's start has been delayed. -/// -[RegisterComponent, AutoGenerateComponentPause] -public sealed partial class DelayedStartRuleComponent : Component -{ - /// - /// The time at which the rule will start properly. - /// - [DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField] - public TimeSpan RuleStartTime; -} diff --git a/Content.Server/GameTicking/GameTicker.GameRule.cs b/Content.Server/GameTicking/GameTicker.GameRule.cs index f52a3cb296d..4ebe946af4a 100644 --- a/Content.Server/GameTicking/GameTicker.GameRule.cs +++ b/Content.Server/GameTicking/GameTicker.GameRule.cs @@ -1,6 +1,6 @@ using System.Linq; using Content.Server.Administration; -using Content.Server.GameTicking.Components; +using Content.Server.GameTicking.Rules.Components; using Content.Shared.Administration; using Content.Shared.Database; using Content.Shared.Prototypes; @@ -102,22 +102,6 @@ public bool StartGameRule(EntityUid ruleEntity, GameRuleComponent? ruleData = nu if (MetaData(ruleEntity).EntityPrototype?.ID is not { } id) // you really fucked up return false; - // If we already have it, then we just skip the delay as it has already happened. - if (!RemComp(ruleEntity) && ruleData.Delay != null) - { - var delayTime = TimeSpan.FromSeconds(ruleData.Delay.Value.Next(_robustRandom)); - - if (delayTime > TimeSpan.Zero) - { - _sawmill.Info($"Queued start for game rule {ToPrettyString(ruleEntity)} with delay {delayTime}"); - _adminLogger.Add(LogType.EventStarted, $"Queued start for game rule {ToPrettyString(ruleEntity)} with delay {delayTime}"); - - var delayed = EnsureComp(ruleEntity); - delayed.RuleStartTime = _gameTiming.CurTime + (delayTime); - return true; - } - } - _allPreviousGameRules.Add((RoundDuration(), id)); _sawmill.Info($"Started game rule {ToPrettyString(ruleEntity)}"); _adminLogger.Add(LogType.EventStarted, $"Started game rule {ToPrettyString(ruleEntity)}"); @@ -271,18 +255,6 @@ public IEnumerable GetAllGameRulePrototypes() } } - private void UpdateGameRules() - { - var query = EntityQueryEnumerator(); - while (query.MoveNext(out var uid, out var delay, out var rule)) - { - if (_gameTiming.CurTime < delay.RuleStartTime) - continue; - - StartGameRule(uid, rule); - } - } - #region Command Implementations [AdminCommand(AdminFlags.Fun)] @@ -351,3 +323,38 @@ private void ClearGameRulesCommand(IConsoleShell shell, string argstr, string[] #endregion } + +/* +/// +/// Raised broadcast when a game rule is selected, but not started yet. +/// +public sealed class GameRuleAddedEvent +{ + public GameRulePrototype Rule { get; } + + public GameRuleAddedEvent(GameRulePrototype rule) + { + Rule = rule; + } +} + +public sealed class GameRuleStartedEvent +{ + public GameRulePrototype Rule { get; } + + public GameRuleStartedEvent(GameRulePrototype rule) + { + Rule = rule; + } +} + +public sealed class GameRuleEndedEvent +{ + public GameRulePrototype Rule { get; } + + public GameRuleEndedEvent(GameRulePrototype rule) + { + Rule = rule; + } +} +*/ diff --git a/Content.Server/GameTicking/GameTicker.cs b/Content.Server/GameTicking/GameTicker.cs index fa23312268f..efda3df0ca1 100644 --- a/Content.Server/GameTicking/GameTicker.cs +++ b/Content.Server/GameTicking/GameTicker.cs @@ -133,7 +133,6 @@ public override void Update(float frameTime) return; base.Update(frameTime); UpdateRoundFlow(frameTime); - UpdateGameRules(); } } } diff --git a/Content.Server/GameTicking/Components/ActiveGameRuleComponent.cs b/Content.Server/GameTicking/Rules/Components/ActiveGameRuleComponent.cs similarity index 84% rename from Content.Server/GameTicking/Components/ActiveGameRuleComponent.cs rename to Content.Server/GameTicking/Rules/Components/ActiveGameRuleComponent.cs index b9e6fa5d4b8..956768bdd99 100644 --- a/Content.Server/GameTicking/Components/ActiveGameRuleComponent.cs +++ b/Content.Server/GameTicking/Rules/Components/ActiveGameRuleComponent.cs @@ -1,4 +1,4 @@ -namespace Content.Server.GameTicking.Components; +namespace Content.Server.GameTicking.Rules.Components; /// /// Added to game rules before and removed before . diff --git a/Content.Server/GameTicking/Components/EndedGameRuleComponent.cs b/Content.Server/GameTicking/Rules/Components/EndedGameRuleComponent.cs similarity index 81% rename from Content.Server/GameTicking/Components/EndedGameRuleComponent.cs rename to Content.Server/GameTicking/Rules/Components/EndedGameRuleComponent.cs index 3234bfff3a0..4484abd4d0b 100644 --- a/Content.Server/GameTicking/Components/EndedGameRuleComponent.cs +++ b/Content.Server/GameTicking/Rules/Components/EndedGameRuleComponent.cs @@ -1,4 +1,4 @@ -namespace Content.Server.GameTicking.Components; +namespace Content.Server.GameTicking.Rules.Components; /// /// Added to game rules before . diff --git a/Content.Server/GameTicking/Components/GameRuleComponent.cs b/Content.Server/GameTicking/Rules/Components/GameRuleComponent.cs similarity index 83% rename from Content.Server/GameTicking/Components/GameRuleComponent.cs rename to Content.Server/GameTicking/Rules/Components/GameRuleComponent.cs index 1e6c3f0ab1d..6309b974020 100644 --- a/Content.Server/GameTicking/Components/GameRuleComponent.cs +++ b/Content.Server/GameTicking/Rules/Components/GameRuleComponent.cs @@ -1,7 +1,6 @@ -using Content.Server.Destructible.Thresholds; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; -namespace Content.Server.GameTicking.Components; +namespace Content.Server.GameTicking.Rules.Components; /// /// Component attached to all gamerule entities. @@ -21,12 +20,6 @@ public sealed partial class GameRuleComponent : Component /// [DataField] public int MinPlayers; - - /// - /// A delay for when the rule the is started and when the starting logic actually runs. - /// - [DataField] - public MinMax? Delay; } /// diff --git a/Content.Server/GameTicking/Rules/Components/LoadMapRuleComponent.cs b/Content.Server/GameTicking/Rules/Components/LoadMapRuleComponent.cs deleted file mode 100644 index 463aecbff54..00000000000 --- a/Content.Server/GameTicking/Rules/Components/LoadMapRuleComponent.cs +++ /dev/null @@ -1,29 +0,0 @@ -using Content.Server.Maps; -using Content.Shared.Whitelist; -using Robust.Shared.Map; -using Robust.Shared.Prototypes; -using Robust.Shared.Utility; - -namespace Content.Server.GameTicking.Rules.Components; - -/// -/// This is used for a game rule that loads a map when activated. -/// -[RegisterComponent] -public sealed partial class LoadMapRuleComponent : Component -{ - [DataField] - public MapId? Map; - - [DataField] - public ProtoId? GameMap ; - - [DataField] - public ResPath? MapPath; - - [DataField] - public List MapGrids = new(); - - [DataField] - public EntityWhitelist? SpawnerWhitelist; -} diff --git a/Content.Server/GameTicking/Rules/Components/NinjaRuleComponent.cs b/Content.Server/GameTicking/Rules/Components/NinjaRuleComponent.cs index fa352eb320b..e6966c1e377 100644 --- a/Content.Server/GameTicking/Rules/Components/NinjaRuleComponent.cs +++ b/Content.Server/GameTicking/Rules/Components/NinjaRuleComponent.cs @@ -8,7 +8,7 @@ namespace Content.Server.GameTicking.Rules.Components; /// /// Stores some configuration used by the ninja system. -/// Objectives and roundend summary are handled by . +/// Objectives and roundend summary are handled by . /// [RegisterComponent, Access(typeof(SpaceNinjaSystem))] public sealed partial class NinjaRuleComponent : Component diff --git a/Content.Server/GameTicking/Rules/Components/NukeOperativeSpawnerComponent.cs b/Content.Server/GameTicking/Rules/Components/NukeOperativeSpawnerComponent.cs index bb1b7c87460..e02d90c18bf 100644 --- a/Content.Server/GameTicking/Rules/Components/NukeOperativeSpawnerComponent.cs +++ b/Content.Server/GameTicking/Rules/Components/NukeOperativeSpawnerComponent.cs @@ -1,3 +1,6 @@ +using Content.Shared.Roles; +using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; + namespace Content.Server.GameTicking.Rules.Components; /// @@ -6,5 +9,11 @@ namespace Content.Server.GameTicking.Rules.Components; /// TODO: Remove once systems can request spawns from the ghost role system directly. /// [RegisterComponent] -public sealed partial class NukeOperativeSpawnerComponent : Component; +public sealed partial class NukeOperativeSpawnerComponent : Component +{ + [DataField("name", required:true)] + public string OperativeName = default!; + [DataField] + public NukeopSpawnPreset SpawnDetails = default!; +} diff --git a/Content.Server/GameTicking/Rules/Components/NukeOpsShuttleComponent.cs b/Content.Server/GameTicking/Rules/Components/NukeOpsShuttleComponent.cs index 3d097cd7c79..358b157cdf3 100644 --- a/Content.Server/GameTicking/Rules/Components/NukeOpsShuttleComponent.cs +++ b/Content.Server/GameTicking/Rules/Components/NukeOpsShuttleComponent.cs @@ -6,6 +6,4 @@ [RegisterComponent] public sealed partial class NukeOpsShuttleComponent : Component { - [DataField] - public EntityUid AssociatedRule; } diff --git a/Content.Server/GameTicking/Rules/Components/NukeopsRuleComponent.cs b/Content.Server/GameTicking/Rules/Components/NukeopsRuleComponent.cs index f64947e286e..8efd61b4694 100644 --- a/Content.Server/GameTicking/Rules/Components/NukeopsRuleComponent.cs +++ b/Content.Server/GameTicking/Rules/Components/NukeopsRuleComponent.cs @@ -1,9 +1,10 @@ using Content.Server.Maps; using Content.Server.NPC.Components; using Content.Server.RoundEnd; +using Content.Server.StationEvents.Events; using Content.Shared.Dataset; using Content.Shared.Roles; -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; @@ -13,9 +14,18 @@ namespace Content.Server.GameTicking.Rules.Components; -[RegisterComponent, Access(typeof(NukeopsRuleSystem))] +[RegisterComponent, Access(typeof(NukeopsRuleSystem), typeof(LoneOpsSpawnRule))] public sealed partial class NukeopsRuleComponent : Component { + /// + /// This INCLUDES the operatives. So a value of 3 is satisfied by 2 players & 1 operative + /// + [DataField] + public int PlayersPerOperative = 10; + + [DataField] + public int MaxOps = 5; + /// /// What will happen if all of the nuclear operatives will die. Used by LoneOpsSpawn event. /// @@ -46,6 +56,12 @@ public sealed partial class NukeopsRuleComponent : Component [DataField] public TimeSpan EvacShuttleTime = TimeSpan.FromMinutes(3); + /// + /// Whether or not to spawn the nuclear operative outpost. Used by LoneOpsSpawn event. + /// + [DataField] + public bool SpawnOutpost = true; + /// /// Whether or not nukie left their outpost /// @@ -68,7 +84,7 @@ public sealed partial class NukeopsRuleComponent : Component /// This amount of TC will be given to each nukie /// [DataField] - public int WarTcAmountPerNukie = 40; + public int WarTCAmountPerNukie = 40; /// /// Delay between war declaration and nuke ops arrival on station map. Gives crew time to prepare @@ -83,22 +99,48 @@ public sealed partial class NukeopsRuleComponent : Component public int WarDeclarationMinOps = 4; [DataField] - public WinType WinType = WinType.Neutral; + public EntProtoId SpawnPointProto = "SpawnPointNukies"; [DataField] - public List WinConditions = new (); + public EntProtoId GhostSpawnPointProto = "SpawnPointGhostNukeOperative"; [DataField] - public EntityUid? TargetStation; + public string OperationName = "Test Operation"; [DataField] - public ProtoId Faction = "Syndicate"; + public ProtoId OutpostMapPrototype = "NukieOutpost"; + + [DataField] + public WinType WinType = WinType.Neutral; + + [DataField] + public List 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; /// - /// Path to antagonist alert sound. + /// Data to be used in for an operative once the Mind has been added. /// [DataField] - public SoundSpecifier GreetSoundNotification = new SoundPathSpecifier("/Audio/Ambience/Antag/nukeops_start.ogg"); + public Dictionary OperativeMindPendingData = new(); + + [DataField(required: true)] + public ProtoId Faction = default!; + + [DataField] + public NukeopSpawnPreset CommanderSpawnDetails = new() { AntagRoleProto = "NukeopsCommander", GearProto = "SyndicateCommanderGearFull", NamePrefix = "nukeops-role-commander", NameList = "SyndicateNamesElite" }; + + [DataField] + public NukeopSpawnPreset AgentSpawnDetails = new() { AntagRoleProto = "NukeopsMedic", GearProto = "SyndicateOperativeMedicFull", NamePrefix = "nukeops-role-agent", NameList = "SyndicateNamesNormal" }; + + [DataField] + public NukeopSpawnPreset OperativeSpawnDetails = new(); } /// diff --git a/Content.Server/GameTicking/Rules/Components/PiratesRuleComponent.cs b/Content.Server/GameTicking/Rules/Components/PiratesRuleComponent.cs new file mode 100644 index 00000000000..1d03b41d773 --- /dev/null +++ b/Content.Server/GameTicking/Rules/Components/PiratesRuleComponent.cs @@ -0,0 +1,24 @@ +using Robust.Shared.Audio; + +namespace Content.Server.GameTicking.Rules.Components; + +[RegisterComponent, Access(typeof(PiratesRuleSystem))] +public sealed partial class PiratesRuleComponent : Component +{ + [ViewVariables] + public List Pirates = new(); + [ViewVariables] + public EntityUid PirateShip = EntityUid.Invalid; + [ViewVariables] + public HashSet InitialItems = new(); + [ViewVariables] + public double InitialShipValue; + + /// + /// Path to antagonist alert sound. + /// + [DataField("pirateAlertSound")] + public SoundSpecifier PirateAlertSound = new SoundPathSpecifier( + "/Audio/Ambience/Antag/pirate_start.ogg", + AudioParams.Default.WithVolume(4)); +} diff --git a/Content.Server/GameTicking/Rules/Components/RevolutionaryRuleComponent.cs b/Content.Server/GameTicking/Rules/Components/RevolutionaryRuleComponent.cs index 3b19bbffb6a..2ce3f1f9a66 100644 --- a/Content.Server/GameTicking/Rules/Components/RevolutionaryRuleComponent.cs +++ b/Content.Server/GameTicking/Rules/Components/RevolutionaryRuleComponent.cs @@ -22,6 +22,43 @@ public sealed partial class RevolutionaryRuleComponent : Component [DataField] public TimeSpan TimerWait = TimeSpan.FromSeconds(20); + /// + /// Stores players minds + /// + [DataField] + public Dictionary HeadRevs = new(); + + [DataField] + public ProtoId HeadRevPrototypeId = "HeadRev"; + + /// + /// Min players needed for Revolutionary gamemode to start. + /// + [DataField, ViewVariables(VVAccess.ReadWrite)] + public int MinPlayers = 15; + + /// + /// Max Head Revs allowed during selection. + /// + [DataField, ViewVariables(VVAccess.ReadWrite)] + public int MaxHeadRevs = 3; + + /// + /// The amount of Head Revs that will spawn per this amount of players. + /// + [DataField, ViewVariables(VVAccess.ReadWrite)] + public int PlayersPerHeadRev = 15; + + /// + /// The gear head revolutionaries are given on spawn. + /// + [DataField] + public List StartingGear = new() + { + "Flash", + "ClothingEyesGlassesSunglasses" + }; + /// /// The time it takes after the last head is killed for the shuttle to arrive. /// diff --git a/Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs b/Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs index 01a078625ae..9dfd6e6627c 100644 --- a/Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs +++ b/Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs @@ -1,11 +1,12 @@ using Content.Shared.Random; +using Content.Shared.Roles; using Robust.Shared.Audio; using Robust.Shared.Prototypes; namespace Content.Server.GameTicking.Rules.Components; /// -/// Stores data for . +/// Stores data for . /// [RegisterComponent, Access(typeof(ThiefRuleSystem))] public sealed partial class ThiefRuleComponent : Component @@ -22,9 +23,42 @@ public sealed partial class ThiefRuleComponent : Component [DataField] public float BigObjectiveChance = 0.7f; + /// + /// Add a Pacified comp to thieves + /// + [DataField] + public bool PacifistThieves = true; + + [DataField] + public ProtoId ThiefPrototypeId = "Thief"; + [DataField] public float MaxObjectiveDifficulty = 2.5f; [DataField] public int MaxStealObjectives = 10; + + /// + /// Things that will be given to thieves + /// + [DataField] + public List StarterItems = new() { "ToolboxThief", "ClothingHandsChameleonThief" }; + + /// + /// All Thieves created by this rule + /// + [DataField] + public List ThievesMinds = new(); + + /// + /// Max Thiefs created by rule on roundstart + /// + [DataField] + public int MaxAllowThief = 3; + + /// + /// Sound played when making the player a thief via antag control or ghost role + /// + [DataField] + public SoundSpecifier? GreetingSound = new SoundPathSpecifier("/Audio/Misc/thief_greeting.ogg"); } diff --git a/Content.Server/GameTicking/Rules/Components/TraitorRuleComponent.cs b/Content.Server/GameTicking/Rules/Components/TraitorRuleComponent.cs index dd359969b6f..62619db76a2 100644 --- a/Content.Server/GameTicking/Rules/Components/TraitorRuleComponent.cs +++ b/Content.Server/GameTicking/Rules/Components/TraitorRuleComponent.cs @@ -57,19 +57,4 @@ public enum SelectionState /// [DataField] public SoundSpecifier GreetSoundNotification = new SoundPathSpecifier("/Audio/Ambience/Antag/traitor_start.ogg"); - - /// - /// The amount of codewords that are selected. - /// - [DataField] - public int CodewordCount = 4; - - /// - /// The amount of TC traitors start with. - /// - [DataField] - public int StartingBalance = 20; - - [DataField] - public int MaxDifficulty = 5; } diff --git a/Content.Server/GameTicking/Rules/Components/ZombieRuleComponent.cs b/Content.Server/GameTicking/Rules/Components/ZombieRuleComponent.cs index 59d1940eafe..4fe91e3a5f5 100644 --- a/Content.Server/GameTicking/Rules/Components/ZombieRuleComponent.cs +++ b/Content.Server/GameTicking/Rules/Components/ZombieRuleComponent.cs @@ -8,6 +8,12 @@ namespace Content.Server.GameTicking.Rules.Components; [RegisterComponent, Access(typeof(ZombieRuleSystem))] public sealed partial class ZombieRuleComponent : Component { + [DataField] + public Dictionary InitialInfectedNames = new(); + + [DataField] + public ProtoId PatientZeroPrototypeId = "InitialInfected"; + /// /// When the round will next check for round end. /// @@ -20,9 +26,61 @@ public sealed partial class ZombieRuleComponent : Component [DataField] public TimeSpan EndCheckDelay = TimeSpan.FromSeconds(30); + /// + /// The time at which the initial infected will be chosen. + /// + [DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)] + public TimeSpan? StartTime; + + /// + /// The minimum amount of time after the round starts that the initial infected will be chosen. + /// + [DataField] + public TimeSpan MinStartDelay = TimeSpan.FromMinutes(10); + + /// + /// The maximum amount of time after the round starts that the initial infected will be chosen. + /// + [DataField] + public TimeSpan MaxStartDelay = TimeSpan.FromMinutes(15); + + /// + /// The sound that plays when someone becomes an initial infected. + /// todo: this should have a unique sound instead of reusing the zombie one. + /// + [DataField] + public SoundSpecifier InitialInfectedSound = new SoundPathSpecifier("/Audio/Ambience/Antag/zombie_start.ogg"); + + /// + /// The minimum amount of time initial infected have before they start taking infection damage. + /// + [DataField] + public TimeSpan MinInitialInfectedGrace = TimeSpan.FromMinutes(12.5f); + + /// + /// The maximum amount of time initial infected have before they start taking damage. + /// + [DataField] + public TimeSpan MaxInitialInfectedGrace = TimeSpan.FromMinutes(15f); + + /// + /// How many players for each initial infected. + /// + [DataField] + public int PlayersPerInfected = 10; + + /// + /// The maximum number of initial infected. + /// + [DataField] + public int MaxInitialInfected = 6; + /// /// After this amount of the crew become zombies, the shuttle will be automatically called. /// [DataField] public float ZombieShuttleCallPercentage = 0.7f; + + [DataField] + public EntProtoId ZombifySelfActionPrototype = "ActionTurnUndead"; } diff --git a/Content.Server/GameTicking/Rules/DeathMatchRuleSystem.cs b/Content.Server/GameTicking/Rules/DeathMatchRuleSystem.cs index 78b8a8a85c8..82ac755592e 100644 --- a/Content.Server/GameTicking/Rules/DeathMatchRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/DeathMatchRuleSystem.cs @@ -1,6 +1,5 @@ using System.Linq; using Content.Server.Administration.Commands; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.KillTracking; using Content.Server.Mind; @@ -34,6 +33,7 @@ public override void Initialize() SubscribeLocalEvent(OnSpawnComplete); SubscribeLocalEvent(OnKillReported); SubscribeLocalEvent(OnPointChanged); + SubscribeLocalEvent(OnRoundEndTextAppend); } private void OnBeforeSpawn(PlayerBeforeSpawnEvent ev) @@ -113,17 +113,21 @@ private void OnPointChanged(EntityUid uid, DeathMatchRuleComponent component, re _roundEnd.EndRound(component.RestartDelay); } - protected override void AppendRoundEndText(EntityUid uid, DeathMatchRuleComponent component, GameRuleComponent gameRule, ref RoundEndTextAppendEvent args) + private void OnRoundEndTextAppend(RoundEndTextAppendEvent ev) { - if (!TryComp(uid, out var point)) - return; - - if (component.Victor != null && _player.TryGetPlayerData(component.Victor.Value, out var data)) + var query = EntityQueryEnumerator(); + while (query.MoveNext(out var uid, out var dm, out var point, out var rule)) { - args.AddLine(Loc.GetString("point-scoreboard-winner", ("player", data.UserName))); - args.AddLine(""); + if (!GameTicker.IsGameRuleAdded(uid, rule)) + continue; + + if (dm.Victor != null && _player.TryGetPlayerData(dm.Victor.Value, out var data)) + { + ev.AddLine(Loc.GetString("point-scoreboard-winner", ("player", data.UserName))); + ev.AddLine(""); + } + ev.AddLine(Loc.GetString("point-scoreboard-header")); + ev.AddLine(new FormattedMessage(point.Scoreboard).ToMarkup()); } - args.AddLine(Loc.GetString("point-scoreboard-header")); - args.AddLine(new FormattedMessage(point.Scoreboard).ToMarkup()); } } diff --git a/Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs b/Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs index 27a9edbad71..a60a2bfe22f 100644 --- a/Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs +++ b/Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs @@ -1,5 +1,4 @@ using System.Diagnostics.CodeAnalysis; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Station.Components; using Robust.Shared.Collections; @@ -16,12 +15,29 @@ protected EntityQueryEnumerator Q return EntityQueryEnumerator(); } - /// - /// Queries all gamerules, regardless of if they're active or not. - /// - protected EntityQueryEnumerator QueryAllRules() + protected bool TryRoundStartAttempt(RoundStartAttemptEvent ev, string localizedPresetName) { - return EntityQueryEnumerator(); + var query = EntityQueryEnumerator(); + while (query.MoveNext(out _, out _, out _, out var gameRule)) + { + var minPlayers = gameRule.MinPlayers; + if (!ev.Forced && ev.Players.Length < minPlayers) + { + ChatManager.SendAdminAnnouncement(Loc.GetString("preset-not-enough-ready-players", + ("readyPlayersCount", ev.Players.Length), ("minimumPlayers", minPlayers), + ("presetName", localizedPresetName))); + ev.Cancel(); + continue; + } + + if (ev.Players.Length == 0) + { + ChatManager.DispatchServerAnnouncement(Loc.GetString("preset-no-one-ready")); + ev.Cancel(); + } + } + + return !ev.Cancelled; } /// diff --git a/Content.Server/GameTicking/Rules/GameRuleSystem.cs b/Content.Server/GameTicking/Rules/GameRuleSystem.cs index c167ae7b6c7..363c2ad7f75 100644 --- a/Content.Server/GameTicking/Rules/GameRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/GameRuleSystem.cs @@ -1,6 +1,6 @@ using Content.Server.Atmos.EntitySystems; using Content.Server.Chat.Managers; -using Content.Server.GameTicking.Components; +using Content.Server.GameTicking.Rules.Components; using Robust.Server.GameObjects; using Robust.Shared.Random; using Robust.Shared.Timing; @@ -22,31 +22,9 @@ public override void Initialize() { base.Initialize(); - SubscribeLocalEvent(OnStartAttempt); SubscribeLocalEvent(OnGameRuleAdded); SubscribeLocalEvent(OnGameRuleStarted); SubscribeLocalEvent(OnGameRuleEnded); - SubscribeLocalEvent(OnRoundEndTextAppend); - } - - private void OnStartAttempt(RoundStartAttemptEvent args) - { - if (args.Forced || args.Cancelled) - return; - - var query = QueryAllRules(); - while (query.MoveNext(out var uid, out _, out var gameRule)) - { - var minPlayers = gameRule.MinPlayers; - if (args.Players.Length >= minPlayers) - continue; - - ChatManager.SendAdminAnnouncement(Loc.GetString("preset-not-enough-ready-players", - ("readyPlayersCount", args.Players.Length), - ("minimumPlayers", minPlayers), - ("presetName", ToPrettyString(uid)))); - args.Cancel(); - } } private void OnGameRuleAdded(EntityUid uid, T component, ref GameRuleAddedEvent args) @@ -70,12 +48,6 @@ private void OnGameRuleEnded(EntityUid uid, T component, ref GameRuleEndedEvent Ended(uid, component, ruleData, args); } - private void OnRoundEndTextAppend(Entity ent, ref RoundEndTextAppendEvent args) - { - if (!TryComp(ent, out var ruleData)) - return; - AppendRoundEndText(ent, ent, ruleData, ref args); - } /// /// Called when the gamerule is added @@ -101,14 +73,6 @@ protected virtual void Ended(EntityUid uid, T component, GameRuleComponent gameR } - /// - /// Called at the end of a round when text needs to be added for a game rule. - /// - protected virtual void AppendRoundEndText(EntityUid uid, T component, GameRuleComponent gameRule, ref RoundEndTextAppendEvent args) - { - - } - /// /// Called on an active gamerule entity in the Update function /// diff --git a/Content.Server/GameTicking/Rules/InactivityTimeRestartRuleSystem.cs b/Content.Server/GameTicking/Rules/InactivityTimeRestartRuleSystem.cs index 01fa387595c..b775b7af564 100644 --- a/Content.Server/GameTicking/Rules/InactivityTimeRestartRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/InactivityTimeRestartRuleSystem.cs @@ -1,6 +1,5 @@ using System.Threading; using Content.Server.Chat.Managers; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Robust.Server.Player; using Robust.Shared.Player; diff --git a/Content.Server/GameTicking/Rules/KillCalloutRuleSystem.cs b/Content.Server/GameTicking/Rules/KillCalloutRuleSystem.cs index 3da55e30c9e..01fd97d9a79 100644 --- a/Content.Server/GameTicking/Rules/KillCalloutRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/KillCalloutRuleSystem.cs @@ -1,5 +1,4 @@ using Content.Server.Chat.Managers; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.KillTracking; using Content.Shared.Chat; diff --git a/Content.Server/GameTicking/Rules/LoadMapRuleSystem.cs b/Content.Server/GameTicking/Rules/LoadMapRuleSystem.cs deleted file mode 100644 index aba9ed9e583..00000000000 --- a/Content.Server/GameTicking/Rules/LoadMapRuleSystem.cs +++ /dev/null @@ -1,80 +0,0 @@ -using Content.Server.Antag; -using Content.Server.GameTicking.Components; -using Content.Server.GameTicking.Rules.Components; -using Content.Server.Spawners.Components; -using Robust.Server.GameObjects; -using Robust.Server.Maps; -using Robust.Shared.Prototypes; - -namespace Content.Server.GameTicking.Rules; - -public sealed class LoadMapRuleSystem : GameRuleSystem -{ - [Dependency] private readonly IPrototypeManager _prototypeManager = default!; - [Dependency] private readonly MapSystem _map = default!; - [Dependency] private readonly MapLoaderSystem _mapLoader = default!; - [Dependency] private readonly TransformSystem _transform = default!; - - public override void Initialize() - { - base.Initialize(); - - SubscribeLocalEvent(OnSelectLocation); - SubscribeLocalEvent(OnGridSplit); - } - - private void OnGridSplit(ref GridSplitEvent args) - { - var rule = QueryActiveRules(); - while (rule.MoveNext(out _, out var mapComp, out _)) - { - if (!mapComp.MapGrids.Contains(args.Grid)) - continue; - - mapComp.MapGrids.AddRange(args.NewGrids); - break; - } - } - - protected override void Added(EntityUid uid, LoadMapRuleComponent comp, GameRuleComponent rule, GameRuleAddedEvent args) - { - if (comp.Map != null) - return; - - _map.CreateMap(out var mapId); - comp.Map = mapId; - - if (comp.GameMap != null) - { - var gameMap = _prototypeManager.Index(comp.GameMap.Value); - comp.MapGrids.AddRange(GameTicker.LoadGameMap(gameMap, comp.Map.Value, new MapLoadOptions())); - } - else if (comp.MapPath != null) - { - if (_mapLoader.TryLoad(comp.Map.Value, comp.MapPath.Value.ToString(), out var roots, new MapLoadOptions { LoadMap = true })) - comp.MapGrids.AddRange(roots); - } - else - { - Log.Error($"No valid map prototype or map path associated with the rule {ToPrettyString(uid)}"); - } - } - - private void OnSelectLocation(Entity ent, ref AntagSelectLocationEvent args) - { - var query = EntityQueryEnumerator(); - while (query.MoveNext(out var uid, out _, out var xform)) - { - if (xform.MapID != ent.Comp.Map) - continue; - - if (xform.GridUid == null || !ent.Comp.MapGrids.Contains(xform.GridUid.Value)) - continue; - - if (ent.Comp.SpawnerWhitelist != null && !ent.Comp.SpawnerWhitelist.IsValid(uid, EntityManager)) - continue; - - args.Coordinates.Add(_transform.GetMapCoordinates(xform)); - } - } -} diff --git a/Content.Server/GameTicking/Rules/MaxTimeRestartRuleSystem.cs b/Content.Server/GameTicking/Rules/MaxTimeRestartRuleSystem.cs index ee3a025533a..e792a004df5 100644 --- a/Content.Server/GameTicking/Rules/MaxTimeRestartRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/MaxTimeRestartRuleSystem.cs @@ -1,6 +1,5 @@ using System.Threading; using Content.Server.Chat.Managers; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Timer = Robust.Shared.Timing.Timer; diff --git a/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs b/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs index d06b9fb899c..46040e29450 100644 --- a/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs @@ -1,51 +1,77 @@ +using Content.Server.Administration.Commands; +using Content.Server.Administration.Managers; using Content.Server.Antag; using Content.Server.Communications; using Content.Server.GameTicking.Rules.Components; +using Content.Server.Ghost.Roles.Components; +using Content.Server.Ghost.Roles.Events; using Content.Server.Humanoid; +using Content.Server.Mind; +using Content.Server.NPC.Components; +using Content.Server.NPC.Systems; using Content.Server.Nuke; using Content.Server.NukeOps; using Content.Server.Popups; using Content.Server.Preferences.Managers; +using Content.Server.RandomMetadata; using Content.Server.Roles; using Content.Server.RoundEnd; using Content.Server.Shuttles.Events; using Content.Server.Shuttles.Systems; +using Content.Server.Spawners.Components; using Content.Server.Station.Components; +using Content.Server.Station.Systems; using Content.Server.Store.Components; using Content.Server.Store.Systems; +using Content.Shared.CCVar; +using Content.Shared.Dataset; using Content.Shared.Humanoid; using Content.Shared.Humanoid.Prototypes; +using Content.Shared.Mind.Components; using Content.Shared.Mobs; using Content.Shared.Mobs.Components; using Content.Shared.Nuke; using Content.Shared.NukeOps; using Content.Shared.Preferences; +using Content.Shared.Roles; using Content.Shared.Store; using Content.Shared.Tag; using Content.Shared.Zombies; +using Robust.Server.Player; +using Robust.Shared.Configuration; using Robust.Shared.Map; +using Robust.Shared.Player; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Robust.Shared.Utility; using System.Linq; -using Content.Server.GameTicking.Components; -using Content.Server.NPC.Components; -using Content.Server.NPC.Systems; namespace Content.Server.GameTicking.Rules; public sealed class NukeopsRuleSystem : GameRuleSystem { + [Dependency] private readonly IMapManager _mapManager = default!; + [Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IServerPreferencesManager _prefs = default!; + [Dependency] private readonly IAdminManager _adminManager = default!; + [Dependency] private readonly IConfigurationManager _cfg = default!; + [Dependency] private readonly ILogManager _logManager = default!; [Dependency] private readonly EmergencyShuttleSystem _emergency = default!; [Dependency] private readonly HumanoidAppearanceSystem _humanoid = default!; + [Dependency] private readonly MetaDataSystem _metaData = default!; + [Dependency] private readonly RandomMetadataSystem _randomMetadata = default!; + [Dependency] private readonly MindSystem _mind = default!; [Dependency] private readonly NpcFactionSystem _npcFaction = default!; - [Dependency] private readonly AntagSelectionSystem _antag = default!; [Dependency] private readonly PopupSystem _popupSystem = default!; [Dependency] private readonly RoundEndSystem _roundEndSystem = default!; + [Dependency] private readonly SharedRoleSystem _roles = default!; + [Dependency] private readonly StationSpawningSystem _stationSpawning = default!; [Dependency] private readonly StoreSystem _store = default!; [Dependency] private readonly TagSystem _tag = default!; + [Dependency] private readonly AntagSelectionSystem _antagSelection = default!; + + private ISawmill _sawmill = default!; [ValidatePrototypeId] private const string TelecrystalCurrencyPrototype = "Telecrystal"; @@ -53,67 +79,141 @@ public sealed class NukeopsRuleSystem : GameRuleSystem [ValidatePrototypeId] private const string NukeOpsUplinkTagPrototype = "NukeOpsUplink"; + [ValidatePrototypeId] + public const string NukeopsId = "Nukeops"; + + [ValidatePrototypeId] + private const string OperationPrefixDataset = "operationPrefix"; + + [ValidatePrototypeId] + private const string OperationSuffixDataset = "operationSuffix"; + public override void Initialize() { base.Initialize(); + _sawmill = _logManager.GetSawmill("NukeOps"); + + SubscribeLocalEvent(OnStartAttempt); + SubscribeLocalEvent(OnPlayersSpawning); + SubscribeLocalEvent(OnRoundEndText); SubscribeLocalEvent(OnNukeExploded); SubscribeLocalEvent(OnRunLevelChanged); SubscribeLocalEvent(OnNukeDisarm); SubscribeLocalEvent(OnComponentRemove); SubscribeLocalEvent(OnMobStateChanged); + SubscribeLocalEvent(OnPlayersGhostSpawning); + SubscribeLocalEvent(OnMindAdded); SubscribeLocalEvent(OnOperativeZombified); - SubscribeLocalEvent(OnMapInit); - SubscribeLocalEvent(OnShuttleFTLAttempt); SubscribeLocalEvent(OnWarDeclared); SubscribeLocalEvent(OnShuttleCallAttempt); - - SubscribeLocalEvent(OnAntagSelectEntity); - SubscribeLocalEvent(OnAfterAntagEntSelected); } protected override void Started(EntityUid uid, NukeopsRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) { - var eligible = new List>(); - var eligibleQuery = EntityQueryEnumerator(); - while (eligibleQuery.MoveNext(out var eligibleUid, out var eligibleComp, out var member)) + base.Started(uid, component, gameRule, args); + + if (GameTicker.RunLevel == GameRunLevel.InRound) + SpawnOperativesForGhostRoles(uid, component); + } + + #region Event Handlers + + private void OnStartAttempt(RoundStartAttemptEvent ev) + { + TryRoundStartAttempt(ev, Loc.GetString("nukeops-title")); + } + + private void OnPlayersSpawning(RulePlayerSpawningEvent ev) + { + var query = QueryActiveRules(); + while (query.MoveNext(out var uid, out _, out var nukeops, out _)) { - if (!_npcFaction.IsFactionHostile(component.Faction, eligibleUid, member)) + if (!SpawnMap((uid, nukeops))) + { + _sawmill.Info("Failed to load map for nukeops"); continue; + } - eligible.Add((eligibleUid, eligibleComp, member)); - } + //Handle there being nobody readied up + if (ev.PlayerPool.Count == 0) + continue; - if (eligible.Count == 0) - return; + var commanderEligible = _antagSelection.GetEligibleSessions(ev.PlayerPool, nukeops.CommanderSpawnDetails.AntagRoleProto); + var agentEligible = _antagSelection.GetEligibleSessions(ev.PlayerPool, nukeops.AgentSpawnDetails.AntagRoleProto); + var operativeEligible = _antagSelection.GetEligibleSessions(ev.PlayerPool, nukeops.OperativeSpawnDetails.AntagRoleProto); + //Calculate how large the nukeops team needs to be + var nukiesToSelect = _antagSelection.CalculateAntagCount(_playerManager.PlayerCount, nukeops.PlayersPerOperative, nukeops.MaxOps); + + //Select Nukies + //Select Commander, priority : commanderEligible, agentEligible, operativeEligible, all players + var selectedCommander = _antagSelection.ChooseAntags(1, commanderEligible, agentEligible, operativeEligible, ev.PlayerPool).FirstOrDefault(); + //Select Agent, priority : agentEligible, operativeEligible, all players + var selectedAgent = _antagSelection.ChooseAntags(1, agentEligible, operativeEligible, ev.PlayerPool).FirstOrDefault(); + //Select Operatives, priority : operativeEligible, all players + var selectedOperatives = _antagSelection.ChooseAntags(nukiesToSelect - 2, operativeEligible, ev.PlayerPool); + + //Create the team! + //If the session is null, they will be spawned as ghost roles (provided the cvar is set) + var operatives = new List { new NukieSpawn(selectedCommander, nukeops.CommanderSpawnDetails) }; + if (nukiesToSelect > 1) + operatives.Add(new NukieSpawn(selectedAgent, nukeops.AgentSpawnDetails)); + + for (var i = 0; i < nukiesToSelect - 2; i++) + { + //Use up all available sessions first, then spawn the rest as ghost roles (if enabled) + if (selectedOperatives.Count > i) + { + operatives.Add(new NukieSpawn(selectedOperatives[i], nukeops.OperativeSpawnDetails)); + } + else + { + operatives.Add(new NukieSpawn(null, nukeops.OperativeSpawnDetails)); + } + } - component.TargetStation = RobustRandom.Pick(eligible); + SpawnOperatives(operatives, _cfg.GetCVar(CCVars.NukeopsSpawnGhostRoles), nukeops); + + foreach (var nukieSpawn in operatives) + { + if (nukieSpawn.Session == null) + continue; + + GameTicker.PlayerJoinGame(nukieSpawn.Session); + } + } } - #region Event Handlers - protected override void AppendRoundEndText(EntityUid uid, NukeopsRuleComponent component, GameRuleComponent gameRule, - ref RoundEndTextAppendEvent args) + private void OnRoundEndText(RoundEndTextAppendEvent ev) { - var winText = Loc.GetString($"nukeops-{component.WinType.ToString().ToLower()}"); - args.AddLine(winText); - - foreach (var cond in component.WinConditions) + var ruleQuery = QueryActiveRules(); + while (ruleQuery.MoveNext(out _, out _, out var nukeops, out _)) { - var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}"); - args.AddLine(text); - } + var winText = Loc.GetString($"nukeops-{nukeops.WinType.ToString().ToLower()}"); + ev.AddLine(winText); - args.AddLine(Loc.GetString("nukeops-list-start")); + foreach (var cond in nukeops.WinConditions) + { + var text = Loc.GetString($"nukeops-cond-{cond.ToString().ToLower()}"); + ev.AddLine(text); + } + } - var antags =_antag.GetAntagIdentifiers(uid); + ev.AddLine(Loc.GetString("nukeops-list-start")); - foreach (var (_, sessionData, name) in antags) + var nukiesQuery = EntityQueryEnumerator(); + while (nukiesQuery.MoveNext(out var nukeopsUid, out _, out var mindContainer)) { - args.AddLine(Loc.GetString("nukeops-list-name-user", ("name", name), ("user", sessionData.UserName))); + if (!_mind.TryGetMind(nukeopsUid, out _, out var mind, mindContainer)) + continue; + + ev.AddLine(mind.Session != null + ? Loc.GetString("nukeops-list-name-user", ("name", Name(nukeopsUid)), ("user", mind.Session.Name)) + : Loc.GetString("nukeops-list-name", ("name", Name(nukeopsUid)))); } } @@ -124,10 +224,10 @@ private void OnNukeExploded(NukeExplodedEvent ev) { if (ev.OwningStation != null) { - if (ev.OwningStation == GetOutpost(uid)) + if (ev.OwningStation == nukeops.NukieOutpost) { nukeops.WinConditions.Add(WinCondition.NukeExplodedOnNukieOutpost); - SetWinType((uid, nukeops), WinType.CrewMajor); + SetWinType(uid, WinType.CrewMajor, nukeops); continue; } @@ -142,7 +242,7 @@ private void OnNukeExploded(NukeExplodedEvent ev) } nukeops.WinConditions.Add(WinCondition.NukeExplodedOnCorrectStation); - SetWinType((uid, nukeops), WinType.OpsMajor); + SetWinType(uid, WinType.OpsMajor, nukeops); correctStation = true; } @@ -163,85 +263,19 @@ private void OnNukeExploded(NukeExplodedEvent ev) private void OnRunLevelChanged(GameRunLevelChangedEvent ev) { - if (ev.New is not GameRunLevel.PostRound) - return; - var query = QueryActiveRules(); while (query.MoveNext(out var uid, out _, out var nukeops, out _)) { - OnRoundEnd((uid, nukeops)); - } - } - - private void OnRoundEnd(Entity ent) - { - // If the win condition was set to operative/crew major win, ignore. - if (ent.Comp.WinType == WinType.OpsMajor || ent.Comp.WinType == WinType.CrewMajor) - return; - - var nukeQuery = AllEntityQuery(); - var centcomms = _emergency.GetCentcommMaps(); - - while (nukeQuery.MoveNext(out var nuke, out var nukeTransform)) - { - if (nuke.Status != NukeStatus.ARMED) - continue; - - // UH OH - if (nukeTransform.MapUid != null && centcomms.Contains(nukeTransform.MapUid.Value)) + switch (ev.New) { - ent.Comp.WinConditions.Add(WinCondition.NukeActiveAtCentCom); - SetWinType((ent, ent), WinType.OpsMajor); - return; + case GameRunLevel.InRound: + OnRoundStart(uid, nukeops); + break; + case GameRunLevel.PostRound: + OnRoundEnd(uid, nukeops); + break; } - - if (nukeTransform.GridUid == null || ent.Comp.TargetStation == null) - continue; - - if (!TryComp(ent.Comp.TargetStation.Value, out StationDataComponent? data)) - continue; - - foreach (var grid in data.Grids) - { - if (grid != nukeTransform.GridUid) - continue; - - ent.Comp.WinConditions.Add(WinCondition.NukeActiveInStation); - SetWinType(ent, WinType.OpsMajor); - return; - } - } - - if (_antag.AllAntagsAlive(ent.Owner)) - { - SetWinType(ent, WinType.OpsMinor); - ent.Comp.WinConditions.Add(WinCondition.AllNukiesAlive); - return; } - - ent.Comp.WinConditions.Add(_antag.AnyAliveAntags(ent.Owner) - ? WinCondition.SomeNukiesAlive - : WinCondition.AllNukiesDead); - - var diskAtCentCom = false; - var diskQuery = AllEntityQuery(); - while (diskQuery.MoveNext(out _, out var transform)) - { - diskAtCentCom = transform.MapUid != null && centcomms.Contains(transform.MapUid.Value); - - // TODO: The target station should be stored, and the nuke disk should store its original station. - // This is fine for now, because we can assume a single station in base SS14. - break; - } - - // If the disk is currently at Central Command, the crew wins - just slightly. - // This also implies that some nuclear operatives have died. - SetWinType(ent, diskAtCentCom - ? WinType.CrewMinor - : WinType.OpsMinor); - ent.Comp.WinConditions.Add(diskAtCentCom - ? WinCondition.NukeDiskOnCentCom - : WinCondition.NukeDiskNotOnCentCom); } private void OnNukeDisarm(NukeDisarmSuccessEvent ev) @@ -260,31 +294,66 @@ private void OnMobStateChanged(EntityUid uid, NukeOperativeComponent component, CheckRoundShouldEnd(); } - private void OnOperativeZombified(EntityUid uid, NukeOperativeComponent component, ref EntityZombifiedEvent args) + private void OnPlayersGhostSpawning(EntityUid uid, NukeOperativeComponent component, GhostRoleSpawnerUsedEvent args) { - RemCompDeferred(uid, component); + var spawner = args.Spawner; + + if (!TryComp(spawner, out var nukeOpSpawner)) + return; + + HumanoidCharacterProfile? profile = null; + 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()) + { + SetupOperativeEntity(uid, nukeOpSpawner.OperativeName, nukeOpSpawner.SpawnDetails, profile); + + nukeops.OperativeMindPendingData.Add(uid, nukeOpSpawner.SpawnDetails.AntagRoleProto); + } } - private void OnMapInit(Entity ent, ref MapInitEvent args) + private void OnMindAdded(EntityUid uid, NukeOperativeComponent component, MindAddedMessage args) { - var map = Transform(ent).MapID; + if (!_mind.TryGetMind(uid, out var mindId, out var mind)) + return; - var rules = EntityQueryEnumerator(); - while (rules.MoveNext(out var uid, out _, out var mapRule)) + var query = QueryActiveRules(); + while (query.MoveNext(out _, out _, out var nukeops, out _)) { - if (map != mapRule.Map) - continue; - ent.Comp.AssociatedRule = uid; - break; + if (nukeops.OperativeMindPendingData.TryGetValue(uid, out var role) || !nukeops.SpawnOutpost || + nukeops.RoundEndBehavior == RoundEndBehavior.Nothing) + { + role ??= nukeops.OperativeSpawnDetails.AntagRoleProto; + _roles.MindAddRole(mindId, new NukeopsRoleComponent { PrototypeId = role }); + nukeops.OperativeMindPendingData.Remove(uid); + } + + if (mind.Session is not { } playerSession) + return; + + if (GameTicker.RunLevel != GameRunLevel.InRound) + return; + + if (nukeops.TargetStation != null && !string.IsNullOrEmpty(Name(nukeops.TargetStation.Value))) + { + NotifyNukie(playerSession, component, nukeops); + } } } + private void OnOperativeZombified(EntityUid uid, NukeOperativeComponent component, ref EntityZombifiedEvent args) + { + RemCompDeferred(uid, component); + } + private void OnShuttleFTLAttempt(ref ConsoleFTLAttemptEvent ev) { var query = QueryActiveRules(); - while (query.MoveNext(out var uid, out _, out var nukeops, out _)) + while (query.MoveNext(out _, out _, out var nukeops, out _)) { - if (ev.Uid != GetShuttle((uid, nukeops))) + if (ev.Uid != nukeops.NukieShuttle) continue; if (nukeops.WarDeclaredTime != null) @@ -328,12 +397,12 @@ private void OnWarDeclared(ref WarDeclaredEvent ev) { // TODO: this is VERY awful for multi-nukies var query = QueryActiveRules(); - while (query.MoveNext(out var uid, out _, out var nukeops, out _)) + while (query.MoveNext(out _, out _, out var nukeops, out _)) { if (nukeops.WarDeclaredTime != null) continue; - if (TryComp(uid, out var mapComp) && Transform(ev.DeclaratorEntity).MapID != mapComp.Map) + if (Transform(ev.DeclaratorEntity).MapID != nukeops.NukiePlanet) continue; var newStatus = GetWarCondition(nukeops, ev.Status); @@ -344,7 +413,7 @@ private void OnWarDeclared(ref WarDeclaredEvent ev) var timeRemain = nukeops.WarNukieArriveDelay + Timing.CurTime; ev.DeclaratorEntity.Comp.ShuttleDisabledTime = timeRemain; - DistributeExtraTc((uid, nukeops)); + DistributeExtraTc(nukeops); } } } @@ -371,7 +440,7 @@ public WarConditionStatus GetWarCondition(NukeopsRuleComponent nukieRule, WarCon return WarConditionStatus.YesWar; } - private void DistributeExtraTc(Entity nukieRule) + private void DistributeExtraTc(NukeopsRuleComponent nukieRule) { var enumerator = EntityQueryEnumerator(); while (enumerator.MoveNext(out var uid, out var component)) @@ -379,22 +448,161 @@ private void DistributeExtraTc(Entity nukieRule) if (!_tag.HasTag(uid, NukeOpsUplinkTagPrototype)) continue; - if (GetOutpost(nukieRule.Owner) is not { } outpost) + if (!nukieRule.NukieOutpost.HasValue) continue; - if (Transform(uid).MapID != Transform(outpost).MapID) // Will receive bonus TC only on their start outpost + if (Transform(uid).MapID != Transform(nukieRule.NukieOutpost.Value).MapID) // Will receive bonus TC only on their start outpost continue; - _store.TryAddCurrency(new () { { TelecrystalCurrencyPrototype, nukieRule.Comp.WarTcAmountPerNukie } }, uid, component); + _store.TryAddCurrency(new () { { TelecrystalCurrencyPrototype, nukieRule.WarTCAmountPerNukie } }, uid, component); var msg = Loc.GetString("store-currency-war-boost-given", ("target", uid)); _popupSystem.PopupEntity(msg, uid); } } - private void SetWinType(Entity ent, WinType type, bool endRound = true) + private void OnRoundStart(EntityUid uid, NukeopsRuleComponent? component = null) { - ent.Comp.WinType = type; + if (!Resolve(uid, ref component)) + return; + + // 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. + + var eligible = new List>(); + var eligibleQuery = EntityQueryEnumerator(); + while (eligibleQuery.MoveNext(out var eligibleUid, out var eligibleComp, out var member)) + { + if (!_npcFaction.IsFactionHostile(component.Faction, eligibleUid, member)) + continue; + + eligible.Add((eligibleUid, eligibleComp, member)); + } + + if (eligible.Count == 0) + return; + + component.TargetStation = RobustRandom.Pick(eligible); + component.OperationName = _randomMetadata.GetRandomFromSegments([OperationPrefixDataset, OperationSuffixDataset], " "); + + var filter = Filter.Empty(); + var query = EntityQueryEnumerator(); + while (query.MoveNext(out _, out var nukeops, out var actor)) + { + NotifyNukie(actor.PlayerSession, nukeops, component); + filter.AddPlayer(actor.PlayerSession); + } + } + + private void OnRoundEnd(EntityUid uid, NukeopsRuleComponent? component = null) + { + 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) + return; + + var nukeQuery = AllEntityQuery(); + var centcomms = _emergency.GetCentcommMaps(); + + while (nukeQuery.MoveNext(out var nuke, out var nukeTransform)) + { + if (nuke.Status != NukeStatus.ARMED) + continue; + + // UH OH + if (nukeTransform.MapUid != null && centcomms.Contains(nukeTransform.MapUid.Value)) + { + component.WinConditions.Add(WinCondition.NukeActiveAtCentCom); + SetWinType(uid, WinType.OpsMajor, component); + return; + } + + if (nukeTransform.GridUid == null || component.TargetStation == null) + continue; + + if (!TryComp(component.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); + return; + } + } + + var allAlive = true; + var query = EntityQueryEnumerator(); + while (query.MoveNext(out var nukeopsUid, out _, out var mindContainer, out var mobState)) + { + // mind got deleted somehow so ignore it + if (!_mind.TryGetMind(nukeopsUid, out _, out var mind, mindContainer)) + continue; + + // check if player got gibbed or ghosted or something - count as dead + if (mind.OwnedEntity != null && + // if the player somehow isn't a mob anymore that also counts as dead + // have to be alive, not crit or dead + mobState.CurrentState is MobState.Alive) + { + continue; + } + + allAlive = false; + break; + } + + // If all nuke ops were alive at the end of the round, + // the nuke ops win. This is to prevent people from + // running away the moment nuke ops appear. + if (allAlive) + { + SetWinType(uid, WinType.OpsMinor, component); + component.WinConditions.Add(WinCondition.AllNukiesAlive); + return; + } + + component.WinConditions.Add(WinCondition.SomeNukiesAlive); + + var diskAtCentCom = false; + var diskQuery = AllEntityQuery(); + + while (diskQuery.MoveNext(out _, out var transform)) + { + diskAtCentCom = transform.MapUid != null && centcomms.Contains(transform.MapUid.Value); + + // TODO: The target station should be stored, and the nuke disk should store its original station. + // This is fine for now, because we can assume a single station in base SS14. + break; + } + + // If the disk is currently at Central Command, the crew wins - just slightly. + // This also implies that some nuclear operatives have died. + if (diskAtCentCom) + { + SetWinType(uid, WinType.CrewMinor, component); + component.WinConditions.Add(WinCondition.NukeDiskOnCentCom); + } + // Otherwise, the nuke ops win. + else + { + SetWinType(uid, WinType.OpsMinor, component); + component.WinConditions.Add(WinCondition.NukeDiskNotOnCentCom); + } + } + + private void SetWinType(EntityUid uid, WinType type, NukeopsRuleComponent? component = null, bool endRound = true) + { + if (!Resolve(uid, ref component)) + return; + + component.WinType = type; if (endRound && (type == WinType.CrewMajor || type == WinType.OpsMajor)) _roundEndSystem.EndRound(); @@ -405,130 +613,243 @@ private void CheckRoundShouldEnd() var query = QueryActiveRules(); while (query.MoveNext(out var uid, out _, out var nukeops, out _)) { - CheckRoundShouldEnd((uid, nukeops)); + if (nukeops.RoundEndBehavior == RoundEndBehavior.Nothing || 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()) + { + if (nuke.Status == NukeStatus.ARMED) + { + armed = true; + break; + } + } + if (armed) + continue; + + MapId? shuttleMapId = Exists(nukeops.NukieShuttle) + ? Transform(nukeops.NukieShuttle.Value).MapID + : null; + + MapId? targetStationMap = null; + if (nukeops.TargetStation != null && TryComp(nukeops.TargetStation, out StationDataComponent? data)) + { + var grid = data.Grids.FirstOrNull(); + targetStationMap = grid != null + ? Transform(grid.Value).MapID + : null; + } + + // 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(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(true).Any(); + if (spawnsAvailable && shuttleMapId == nukeops.NukiePlanet) + continue; // 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. + nukeops.WinConditions.Add(spawnsAvailable + ? WinCondition.NukiesAbandoned + : WinCondition.AllNukiesDead); + + SetWinType(uid, WinType.CrewMajor, nukeops, false); + _roundEndSystem.DoRoundEndBehavior( + nukeops.RoundEndBehavior, nukeops.EvacShuttleTime, nukeops.RoundEndTextSender, nukeops.RoundEndTextShuttleCall, nukeops.RoundEndTextAnnouncement); + + // prevent it called multiple times + nukeops.RoundEndBehavior = RoundEndBehavior.Nothing; + } + } + + private bool SpawnMap(Entity ent) + { + if (!ent.Comp.SpawnOutpost + || ent.Comp.NukiePlanet != null) + return true; + + ent.Comp.NukiePlanet = _mapManager.CreateMap(); + var gameMap = _prototypeManager.Index(ent.Comp.OutpostMapPrototype); + ent.Comp.NukieOutpost = GameTicker.LoadGameMap(gameMap, ent.Comp.NukiePlanet.Value, null)[0]; + var query = EntityQueryEnumerator(); + while (query.MoveNext(out var grid, out _, out var shuttleTransform)) + { + if (shuttleTransform.MapID != ent.Comp.NukiePlanet) + continue; + + ent.Comp.NukieShuttle = grid; + break; } + + return true; } - private void CheckRoundShouldEnd(Entity ent) + /// + /// Adds missing nuke operative components, equips starting gear and renames the entity. + /// + private void SetupOperativeEntity(EntityUid mob, string name, NukeopSpawnPreset spawnDetails, HumanoidCharacterProfile? profile) { - var nukeops = ent.Comp; + _metaData.SetEntityName(mob, name); + EnsureComp(mob); + + if (profile != null) + _humanoid.LoadProfile(mob, profile); + + var gear = _prototypeManager.Index(spawnDetails.GearProto); + _stationSpawning.EquipStartingGear(mob, gear, profile); - if (nukeops.RoundEndBehavior == RoundEndBehavior.Nothing || nukeops.WinType == WinType.CrewMajor || nukeops.WinType == WinType.OpsMajor) + _npcFaction.RemoveFaction(mob, "NanoTrasen", false); + _npcFaction.AddFaction(mob, "Syndicate"); + } + + private void SpawnOperatives(List sessions, bool spawnGhostRoles, NukeopsRuleComponent component) + { + if (component.NukieOutpost is not { Valid: true } outpostUid) return; + var spawns = new List(); + foreach (var (_, meta, xform) in EntityQuery(true)) + { + if (meta.EntityPrototype?.ID != component.SpawnPointProto.Id) + continue; + + if (xform.ParentUid != component.NukieOutpost) + continue; + + spawns.Add(xform.Coordinates); + break; + } - // If there are any nuclear bombs that are active, immediately return. We're not over yet. - foreach (var nuke in EntityQuery()) + //Fallback, spawn at the centre of the map + if (spawns.Count == 0) { - if (nuke.Status == NukeStatus.ARMED) - return; + spawns.Add(Transform(outpostUid).Coordinates); + _sawmill.Warning($"Fell back to default spawn for nukies!"); } - var shuttle = GetShuttle((ent, ent)); + //Spawn the team + foreach (var nukieSession in sessions) + { + var name = $"{Loc.GetString(nukieSession.Type.NamePrefix)} {RobustRandom.PickAndTake(_prototypeManager.Index(nukieSession.Type.NameList).Values.ToList())}"; - MapId? shuttleMapId = Exists(shuttle) - ? Transform(shuttle.Value).MapID - : null; + var nukeOpsAntag = _prototypeManager.Index(nukieSession.Type.AntagRoleProto); - MapId? targetStationMap = null; - if (nukeops.TargetStation != null && TryComp(nukeops.TargetStation, out StationDataComponent? data)) - { - var grid = data.Grids.FirstOrNull(); - targetStationMap = grid != null - ? Transform(grid.Value).MapID - : null; + //If a session is available, spawn mob and transfer mind into it + if (nukieSession.Session != null) + { + var profile = _prefs.GetPreferences(nukieSession.Session.UserId).SelectedCharacter as HumanoidCharacterProfile; + if (!_prototypeManager.TryIndex(profile?.Species ?? SharedHumanoidAppearanceSystem.DefaultSpecies, out SpeciesPrototype? species)) + { + species = _prototypeManager.Index(SharedHumanoidAppearanceSystem.DefaultSpecies); + } + + var mob = Spawn(species.Prototype, RobustRandom.Pick(spawns)); + SetupOperativeEntity(mob, name, nukieSession.Type, profile); + + var newMind = _mind.CreateMind(nukieSession.Session.UserId, name); + _mind.SetUserId(newMind, nukieSession.Session.UserId); + _roles.MindAddRole(newMind, new NukeopsRoleComponent { PrototypeId = nukieSession.Type.AntagRoleProto }); + + _mind.TransferTo(newMind, mob); + } + //Otherwise, spawn as a ghost role + else if (spawnGhostRoles) + { + var spawnPoint = Spawn(component.GhostSpawnPointProto, RobustRandom.Pick(spawns)); + var ghostRole = EnsureComp(spawnPoint); + EnsureComp(spawnPoint); + ghostRole.RoleName = Loc.GetString(nukeOpsAntag.Name); + ghostRole.RoleDescription = Loc.GetString(nukeOpsAntag.Objective); + + var nukeOpSpawner = EnsureComp(spawnPoint); + nukeOpSpawner.OperativeName = name; + nukeOpSpawner.SpawnDetails = nukieSession.Type; + } } + } - // 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(true); - var operativesAlive = operatives - .Where(op => - op.Item3.MapID == shuttleMapId - || op.Item3.MapID == targetStationMap) - .Any(op => op.Item2.CurrentState == MobState.Alive && op.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(true).Any(); - if (spawnsAvailable && CompOrNull(ent)?.Map == shuttleMapId) - 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. - nukeops.WinConditions.Add(spawnsAvailable - ? WinCondition.NukiesAbandoned - : WinCondition.AllNukiesDead); - - SetWinType(ent, WinType.CrewMajor, false); - _roundEndSystem.DoRoundEndBehavior( - nukeops.RoundEndBehavior, nukeops.EvacShuttleTime, nukeops.RoundEndTextSender, nukeops.RoundEndTextShuttleCall, nukeops.RoundEndTextAnnouncement); - - // prevent it called multiple times - nukeops.RoundEndBehavior = RoundEndBehavior.Nothing; + /// + /// Display a greeting message and play a sound for a nukie + /// + private void NotifyNukie(ICommonSession session, NukeOperativeComponent nukeop, NukeopsRuleComponent nukeopsRule) + { + if (nukeopsRule.TargetStation is not { } station) + return; + + _antagSelection.SendBriefing(session, Loc.GetString("nukeops-welcome", ("station", station), ("name", nukeopsRule.OperationName)), Color.Red, nukeop.GreetSoundNotification); } - // this should really go anywhere else but im tired. - private void OnAntagSelectEntity(Entity ent, ref AntagSelectEntityEvent args) + /// + /// Spawn nukie ghost roles if this gamerule was started mid round + /// + private void SpawnOperativesForGhostRoles(EntityUid uid, NukeopsRuleComponent? component = null) { - if (args.Handled) + if (!Resolve(uid, ref component)) return; - var profile = args.Session != null - ? _prefs.GetPreferences(args.Session.UserId).SelectedCharacter as HumanoidCharacterProfile - : HumanoidCharacterProfile.RandomWithSpecies(); - if (!_prototypeManager.TryIndex(profile?.Species ?? SharedHumanoidAppearanceSystem.DefaultSpecies, out SpeciesPrototype? species)) + if (!SpawnMap((uid, component))) { - species = _prototypeManager.Index(SharedHumanoidAppearanceSystem.DefaultSpecies); + _sawmill.Info("Failed to load map for nukeops"); + return; } - args.Entity = Spawn(species.Prototype); - _humanoid.LoadProfile(args.Entity.Value, profile); - } + var numNukies = _antagSelection.CalculateAntagCount(_playerManager.PlayerCount, component.PlayersPerOperative, component.MaxOps); - private void OnAfterAntagEntSelected(Entity ent, ref AfterAntagEntitySelectedEvent args) - { - if (ent.Comp.TargetStation is not { } station) + //Dont continue if we have no nukies to spawn + if (numNukies == 0) return; - _antag.SendBriefing(args.Session, Loc.GetString("nukeops-welcome", - ("station", station), - ("name", Name(ent))), - Color.Red, - ent.Comp.GreetSoundNotification); + //Fill the ranks, commander first, then agent, then operatives + //TODO: Possible alternative team compositions? Like multiple commanders or agents + var operatives = new List(); + if (numNukies >= 1) + operatives.Add(new NukieSpawn(null, component.CommanderSpawnDetails)); + if (numNukies >= 2) + operatives.Add(new NukieSpawn(null, component.AgentSpawnDetails)); + if (numNukies >= 3) + { + for (var i = 2; i < numNukies; i++) + { + operatives.Add(new NukieSpawn(null, component.OperativeSpawnDetails)); + } + } + + SpawnOperatives(operatives, true, component); } - /// - /// Is this method the shitty glue holding together the last of my sanity? yes. - /// Do i have a better solution? not presently. - /// - private EntityUid? GetOutpost(Entity ent) + //For admins forcing someone to nukeOps. + public void MakeLoneNukie(EntityUid entity) { - if (!Resolve(ent, ref ent.Comp, false)) - return null; + if (!_mind.TryGetMind(entity, out var mindId, out var mindComponent)) + return; - return ent.Comp.MapGrids.Where(e => HasComp(e) && !HasComp(e)).FirstOrNull(); + //ok hardcoded value bad but so is everything else here + _roles.MindAddRole(mindId, new NukeopsRoleComponent { PrototypeId = NukeopsId }, mindComponent); + SetOutfitCommand.SetOutfit(entity, "SyndicateOperativeGearFull", EntityManager); } - /// - /// Is this method the shitty glue holding together the last of my sanity? yes. - /// Do i have a better solution? not presently. - /// - private EntityUid? GetShuttle(Entity ent) + private sealed class NukieSpawn { - if (!Resolve(ent, ref ent.Comp, false)) - return null; + public ICommonSession? Session { get; private set; } + public NukeopSpawnPreset Type { get; private set; } - var query = EntityQueryEnumerator(); - while (query.MoveNext(out var uid, out var comp)) + public NukieSpawn(ICommonSession? session, NukeopSpawnPreset type) { - if (comp.AssociatedRule == ent.Owner) - return uid; + Session = session; + Type = type; } - - return null; } } diff --git a/Content.Server/GameTicking/Rules/PiratesRuleSystem.cs b/Content.Server/GameTicking/Rules/PiratesRuleSystem.cs index e69de29bb2d..128f1123043 100644 --- a/Content.Server/GameTicking/Rules/PiratesRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/PiratesRuleSystem.cs @@ -0,0 +1,321 @@ +using System.Linq; +using System.Numerics; +using Content.Server.Administration.Commands; +using Content.Server.Cargo.Systems; +using Content.Server.Chat.Managers; +using Content.Server.GameTicking.Rules.Components; +using Content.Server.NPC.Components; +using Content.Server.NPC.Systems; +using Content.Server.Preferences.Managers; +using Content.Server.Spawners.Components; +using Content.Server.Station.Components; +using Content.Server.Station.Systems; +using Content.Shared.CCVar; +using Content.Shared.Humanoid; +using Content.Shared.Humanoid.Prototypes; +using Content.Shared.Mind; +using Content.Shared.Preferences; +using Content.Shared.Roles; +using Robust.Server.GameObjects; +using Robust.Server.Maps; +using Robust.Server.Player; +using Robust.Shared.Audio; +using Robust.Shared.Audio.Systems; +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.Utility; + +namespace Content.Server.GameTicking.Rules; + +/// +/// This handles the Pirates minor antag, which is designed to coincide with other modes on occasion. +/// +public sealed class PiratesRuleSystem : GameRuleSystem +{ + [Dependency] private readonly IPrototypeManager _prototypeManager = default!; + [Dependency] private readonly IRobustRandom _random = default!; + [Dependency] private readonly IConfigurationManager _cfg = default!; + [Dependency] private readonly IChatManager _chatManager = default!; + [Dependency] private readonly IMapManager _mapManager = default!; + [Dependency] private readonly IServerPreferencesManager _prefs = default!; + [Dependency] private readonly StationSpawningSystem _stationSpawningSystem = default!; + [Dependency] private readonly PricingSystem _pricingSystem = default!; + [Dependency] private readonly MapLoaderSystem _map = default!; + [Dependency] private readonly NamingSystem _namingSystem = default!; + [Dependency] private readonly NpcFactionSystem _npcFaction = default!; + [Dependency] private readonly SharedMindSystem _mindSystem = default!; + [Dependency] private readonly SharedAudioSystem _audioSystem = default!; + [Dependency] private readonly MetaDataSystem _metaData = default!; + + [ValidatePrototypeId] + private const string GameRuleId = "Pirates"; + + [ValidatePrototypeId] + private const string MobId = "MobHuman"; + + [ValidatePrototypeId] + private const string SpeciesId = "Human"; + + [ValidatePrototypeId] + private const string PirateFactionId = "Syndicate"; + + [ValidatePrototypeId] + private const string EnemyFactionId = "NanoTrasen"; + + [ValidatePrototypeId] + private const string GearId = "PirateGear"; + + [ValidatePrototypeId] + private const string SpawnPointId = "SpawnPointPirates"; + + /// + public override void Initialize() + { + base.Initialize(); + + SubscribeLocalEvent(OnPlayerSpawningEvent); + SubscribeLocalEvent(OnRoundEndTextEvent); + SubscribeLocalEvent(OnStartAttempt); + } + + private void OnRoundEndTextEvent(RoundEndTextAppendEvent ev) + { + var query = EntityQueryEnumerator(); + 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(); + + var comp1 = pirates; + var finalValue = _pricingSystem.AppraiseGrid(pirates.PirateShip, uid => + { + foreach (var mindId in comp1.Pirates) + { + if (TryComp(mindId, out MindComponent? mind) && 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; + + mostValuableThefts.Add((price, uid)); + mostValuableThefts.Sort((i1, i2) => i2.Item1.CompareTo(i1.Item1)); + if (mostValuableThefts.Count > 5) + mostValuableThefts.Pop(); + }); + + foreach (var mindId in pirates.Pirates) + { + if (TryComp(mindId, out MindComponent? mind) && mind.CurrentEntity is not null) + finalValue += _pricingSystem.GetPrice(mind.CurrentEntity.Value); + } + + 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}"))); + + ev.AddLine(""); + ev.AddLine(Loc.GetString("pirates-most-valuable")); + + foreach (var (price, obj) in mostValuableThefts) + { + ev.AddLine(Loc.GetString("pirates-stolen-item-entry", ("entity", obj), ("credits", $"{price:F2}"))); + } + + if (mostValuableThefts.Count == 0) + ev.AddLine(Loc.GetString("pirates-stole-nothing")); + } + + ev.AddLine(""); + ev.AddLine(Loc.GetString("pirates-list-start")); + foreach (var pirate in pirates.Pirates) + { + if (TryComp(pirate, out MindComponent? mind)) + { + ev.AddLine($"- {mind.CharacterName} ({mind.Session?.Name})"); + } + } + } + } + + private void OnPlayerSpawningEvent(RulePlayerSpawningEvent ev) + { + var query = EntityQueryEnumerator(); + while (query.MoveNext(out var uid, out var pirates, out var gameRule)) + { + // Forgive me for copy-pasting nukies. + if (!GameTicker.IsGameRuleAdded(uid, gameRule)) + return; + + pirates.Pirates.Clear(); + pirates.InitialItems.Clear(); + + // Between 1 and : 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 ICommonSession[numOps]; + for (var i = 0; i < numOps; i++) + { + ops[i] = _random.PickAndTake(ev.PlayerPool); + } + + var map = "/Maps/Shuttles/pirate.yml"; + var xformQuery = GetEntityQuery(); + + var aabbs = EntityQuery().SelectMany(x => + x.Grids.Select(x => + xformQuery.GetComponent(x).WorldMatrix.TransformBox(Comp(x).LocalAABB))) + .ToArray(); + + var aabb = aabbs[0]; + + for (var i = 1; i < aabbs.Length; i++) + { + aabb.Union(aabbs[i]); + } + + // (Not commented?) + var a = MathF.Max(aabb.Height / 2f, aabb.Width / 2f) * 2.5f; + + var gridId = _map.LoadGrid(GameTicker.DefaultMap, map, new MapLoadOptions + { + Offset = aabb.Center + new Vector2(a, a), + LoadMap = false, + }); + + if (!gridId.HasValue) + { + Log.Error($"Gridid was null when loading \"{map}\", aborting."); + foreach (var session in ops) + { + ev.PlayerPool.Add(session); + } + + return; + } + + pirates.PirateShip = gridId.Value; + + // TODO: Loot table or something + var pirateGear = _prototypeManager.Index(GearId); // YARRR + + var spawns = new List(); + + // Forgive me for hardcoding prototypes + foreach (var (_, meta, xform) in + EntityQuery(true)) + { + if (meta.EntityPrototype?.ID != SpawnPointId || xform.ParentUid != pirates.PirateShip) + continue; + + spawns.Add(xform.Coordinates); + } + + if (spawns.Count == 0) + { + spawns.Add(Transform(pirates.PirateShip).Coordinates); + Log.Warning($"Fell back to default spawn for pirates!"); + } + + 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 name = _namingSystem.GetName(SpeciesId, gender); + + var session = ops[i]; + var newMind = _mindSystem.CreateMind(session.UserId, name); + _mindSystem.SetUserId(newMind, session.UserId); + + var mob = Spawn(MobId, _random.Pick(spawns)); + _metaData.SetEntityName(mob, name); + + _mindSystem.TransferTo(newMind, mob); + var profile = _prefs.GetPreferences(session.UserId).SelectedCharacter as HumanoidCharacterProfile; + _stationSpawningSystem.EquipStartingGear(mob, pirateGear, profile); + + _npcFaction.RemoveFaction(mob, EnemyFactionId, false); + _npcFaction.AddFaction(mob, PirateFactionId); + + pirates.Pirates.Add(newMind); + + // Notificate every player about a pirate antagonist role with sound + _audioSystem.PlayGlobal(pirates.PirateAlertSound, session); + + GameTicker.PlayerJoinGame(session); + } + + pirates.InitialShipValue = _pricingSystem.AppraiseGrid(pirates.PirateShip, uid => + { + pirates.InitialItems.Add(uid); + return true; + }); // Include the players in the appraisal. + } + } + + //Forcing one player to be a pirate. + public void MakePirate(EntityUid entity) + { + if (!_mindSystem.TryGetMind(entity, out var mindId, out var mind)) + return; + + SetOutfitCommand.SetOutfit(entity, GearId, EntityManager); + + var pirateRule = EntityQuery().FirstOrDefault(); + if (pirateRule == null) + { + //todo fuck me this shit is awful + GameTicker.StartGameRule(GameRuleId, out var ruleEntity); + pirateRule = Comp(ruleEntity); + } + + // Notificate every player about a pirate antagonist role with sound + if (mind.Session != null) + { + _audioSystem.PlayGlobal(pirateRule.PirateAlertSound, mind.Session); + } + } + + private void OnStartAttempt(RoundStartAttemptEvent ev) + { + var query = EntityQueryEnumerator(); + while (query.MoveNext(out var uid, out var pirates, out var gameRule)) + { + if (!GameTicker.IsGameRuleActive(uid, gameRule)) + return; + + var minPlayers = _cfg.GetCVar(CCVars.PiratesMinPlayers); + if (!ev.Forced && ev.Players.Length < minPlayers) + { + _chatManager.SendAdminAnnouncement(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(); + } + } + } +} diff --git a/Content.Server/GameTicking/Rules/RespawnRuleSystem.cs b/Content.Server/GameTicking/Rules/RespawnRuleSystem.cs index 5215da96aa8..b11c28fb2b0 100644 --- a/Content.Server/GameTicking/Rules/RespawnRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/RespawnRuleSystem.cs @@ -1,5 +1,4 @@ using Content.Server.Chat.Managers; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Station.Systems; using Content.Shared.Chat; diff --git a/Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs b/Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs index 7e6901e6c48..d20775c7343 100644 --- a/Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs @@ -16,6 +16,7 @@ using Content.Shared.Database; using Content.Shared.Humanoid; using Content.Shared.IdentityManagement; +using Content.Shared.Inventory; using Content.Shared.Mind; using Content.Shared.Mind.Components; using Content.Shared.Mindshield.Components; @@ -23,11 +24,12 @@ using Content.Shared.Mobs.Components; using Content.Shared.Mobs.Systems; using Content.Shared.Revolutionary.Components; +using Content.Shared.Roles; using Content.Shared.Stunnable; using Content.Shared.Zombies; using Robust.Shared.Prototypes; using Robust.Shared.Timing; -using Content.Server.GameTicking.Components; +using System.Linq; namespace Content.Server.GameTicking.Rules; @@ -38,7 +40,7 @@ public sealed class RevolutionaryRuleSystem : GameRuleSystem RevolutionaryNpcFaction = "Revolutionary"; @@ -57,12 +60,23 @@ public sealed class RevolutionaryRuleSystem : GameRuleSystem(OnStartAttempt); + SubscribeLocalEvent(OnPlayerJobAssigned); SubscribeLocalEvent(OnCommandMobStateChanged); SubscribeLocalEvent(OnHeadRevMobStateChanged); + SubscribeLocalEvent(OnRoundEndText); SubscribeLocalEvent(OnGetBriefing); SubscribeLocalEvent(OnPostFlash); } + //Set miniumum players + protected override void Added(EntityUid uid, RevolutionaryRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args) + { + base.Added(uid, component, gameRule, args); + + gameRule.MinPlayers = component.MinPlayers; + } + protected override void Started(EntityUid uid, RevolutionaryRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) { base.Started(uid, component, gameRule, args); @@ -84,29 +98,40 @@ protected override void ActiveTick(EntityUid uid, RevolutionaryRuleComponent com } } - protected override void AppendRoundEndText(EntityUid uid, RevolutionaryRuleComponent component, GameRuleComponent gameRule, - ref RoundEndTextAppendEvent args) + private void OnRoundEndText(RoundEndTextAppendEvent ev) { - base.AppendRoundEndText(uid, component, gameRule, ref args); - var revsLost = CheckRevsLose(); var commandLost = CheckCommandLose(); - // This is (revsLost, commandsLost) concatted together - // (moony wrote this comment idk what it means) - var index = (commandLost ? 1 : 0) | (revsLost ? 2 : 0); - args.AddLine(Loc.GetString(Outcomes[index])); - - var sessionData = _antag.GetAntagIdentifiers(uid); - args.AddLine(Loc.GetString("rev-headrev-count", ("initialCount", sessionData.Count))); - foreach (var (mind, data, name) in sessionData) + var query = AllEntityQuery(); + while (query.MoveNext(out var headrev)) { - var count = CompOrNull(mind)?.ConvertedCount ?? 0; - args.AddLine(Loc.GetString("rev-headrev-name-user", - ("name", name), - ("username", data.UserName), - ("count", count))); + // This is (revsLost, commandsLost) concatted together + // (moony wrote this comment idk what it means) + var index = (commandLost ? 1 : 0) | (revsLost ? 2 : 0); + ev.AddLine(Loc.GetString(Outcomes[index])); + + ev.AddLine(Loc.GetString("rev-headrev-count", ("initialCount", headrev.HeadRevs.Count))); + foreach (var player in headrev.HeadRevs) + { + // TODO: when role entities are a thing this has to change + var count = CompOrNull(player.Value)?.ConvertedCount ?? 0; + + _mind.TryGetSession(player.Value, out var session); + var username = session?.Name; + if (username != null) + { + ev.AddLine(Loc.GetString("rev-headrev-name-user", + ("name", player.Key), + ("username", username), ("count", count))); + } + else + { + ev.AddLine(Loc.GetString("rev-headrev-name", + ("name", player.Key), ("count", count))); + } - // TODO: someone suggested listing all alive? revs maybe implement at some point + // TODO: someone suggested listing all alive? revs maybe implement at some point + } } } @@ -119,6 +144,57 @@ private void OnGetBriefing(EntityUid uid, RevolutionaryRoleComponent comp, ref G args.Append(Loc.GetString(head ? "head-rev-briefing" : "rev-briefing")); } + //Check for enough players to start rule + private void OnStartAttempt(RoundStartAttemptEvent ev) + { + TryRoundStartAttempt(ev, Loc.GetString("roles-antag-rev-name")); + } + + private void OnPlayerJobAssigned(RulePlayerJobsAssignedEvent ev) + { + var query = QueryActiveRules(); + while (query.MoveNext(out var uid, out var activeGameRule, out var comp, out var gameRule)) + { + var eligiblePlayers = _antagSelection.GetEligiblePlayers(ev.Players, comp.HeadRevPrototypeId); + + if (eligiblePlayers.Count == 0) + continue; + + var headRevCount = _antagSelection.CalculateAntagCount(ev.Players.Length, comp.PlayersPerHeadRev, comp.MaxHeadRevs); + + var headRevs = _antagSelection.ChooseAntags(headRevCount, eligiblePlayers); + + GiveHeadRev(headRevs, comp.HeadRevPrototypeId, comp); + } + } + + private void GiveHeadRev(IEnumerable chosen, ProtoId antagProto, RevolutionaryRuleComponent comp) + { + foreach (var headRev in chosen) + GiveHeadRev(headRev, antagProto, comp); + } + private void GiveHeadRev(EntityUid chosen, ProtoId antagProto, RevolutionaryRuleComponent comp) + { + RemComp(chosen); + + var inCharacterName = MetaData(chosen).EntityName; + + if (!_mind.TryGetMind(chosen, out var mind, out _)) + return; + + if (!_role.MindHasRole(mind)) + { + _role.MindAddRole(mind, new RevolutionaryRoleComponent { PrototypeId = antagProto }, silent: true); + } + + comp.HeadRevs.Add(inCharacterName, mind); + _inventory.SpawnItemsOnEntity(chosen, comp.StartingGear); + var revComp = EnsureComp(chosen); + EnsureComp(chosen); + + _antagSelection.SendBriefing(chosen, Loc.GetString("head-rev-role-greeting"), Color.CornflowerBlue, revComp.RevStartSound); + } + /// /// Called when a Head Rev uses a flash in melee to convert somebody else. /// @@ -157,7 +233,22 @@ private void OnPostFlash(EntityUid uid, HeadRevolutionaryComponent comp, ref Aft } if (mind?.Session != null) - _antag.SendBriefing(mind.Session, Loc.GetString("rev-role-greeting"), Color.Red, revComp.RevStartSound); + _antagSelection.SendBriefing(mind.Session, Loc.GetString("rev-role-greeting"), Color.Red, revComp.RevStartSound); + } + + public void OnHeadRevAdmin(EntityUid entity) + { + if (HasComp(entity)) + return; + + var revRule = EntityQuery().FirstOrDefault(); + if (revRule == null) + { + GameTicker.StartGameRule("Revolutionary", out var ruleEnt); + revRule = Comp(ruleEnt); + } + + GiveHeadRev(entity, revRule.HeadRevPrototypeId, revRule); } //TODO: Enemies of the revolution @@ -218,7 +309,7 @@ private bool CheckRevsLose() _popup.PopupEntity(Loc.GetString("rev-break-control", ("name", Identity.Entity(uid, EntityManager))), uid); _adminLogManager.Add(LogType.Mind, LogImpact.Medium, $"{ToPrettyString(uid)} was deconverted due to all Head Revolutionaries dying."); - if (!_mind.TryGetMind(uid, out var mindId, out _, mc)) + if (!_mind.TryGetMind(uid, out var mindId, out var mind, mc)) continue; // remove their antag role diff --git a/Content.Server/GameTicking/Rules/RoundstartStationVariationRuleSystem.cs b/Content.Server/GameTicking/Rules/RoundstartStationVariationRuleSystem.cs index f09ed3ebc3c..7755f684be2 100644 --- a/Content.Server/GameTicking/Rules/RoundstartStationVariationRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/RoundstartStationVariationRuleSystem.cs @@ -1,5 +1,4 @@ using System.Linq; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Shuttles.Systems; using Content.Server.Station.Components; diff --git a/Content.Server/GameTicking/Rules/SandboxRuleSystem.cs b/Content.Server/GameTicking/Rules/SandboxRuleSystem.cs index c60670a3ad7..a26a2d783c7 100644 --- a/Content.Server/GameTicking/Rules/SandboxRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/SandboxRuleSystem.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Sandbox; diff --git a/Content.Server/GameTicking/Rules/SecretRuleSystem.cs b/Content.Server/GameTicking/Rules/SecretRuleSystem.cs index d5adb8fdb78..fa5f17b4f37 100644 --- a/Content.Server/GameTicking/Rules/SecretRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/SecretRuleSystem.cs @@ -1,5 +1,4 @@ using Content.Server.Administration.Logs; -using Content.Server.GameTicking.Components; using Content.Server.Chat.Managers; using Content.Server.GameTicking.Presets; using Content.Server.GameTicking.Rules.Components; diff --git a/Content.Server/GameTicking/Rules/SubGamemodesSystem.cs b/Content.Server/GameTicking/Rules/SubGamemodesSystem.cs index 4486ee40fbb..42e7e82335c 100644 --- a/Content.Server/GameTicking/Rules/SubGamemodesSystem.cs +++ b/Content.Server/GameTicking/Rules/SubGamemodesSystem.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Shared.Storage; diff --git a/Content.Server/GameTicking/Rules/ThiefRuleSystem.cs b/Content.Server/GameTicking/Rules/ThiefRuleSystem.cs index 083085fa0d8..32f9040f89f 100644 --- a/Content.Server/GameTicking/Rules/ThiefRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/ThiefRuleSystem.cs @@ -3,38 +3,118 @@ using Content.Server.Mind; using Content.Server.Objectives; using Content.Server.Roles; +using Content.Shared.Antag; +using Content.Shared.CombatMode.Pacification; using Content.Shared.Humanoid; +using Content.Shared.Inventory; using Content.Shared.Mind; using Content.Shared.Objectives.Components; +using Content.Shared.Roles; using Robust.Shared.Random; +using System.Linq; namespace Content.Server.GameTicking.Rules; public sealed class ThiefRuleSystem : GameRuleSystem { [Dependency] private readonly IRobustRandom _random = default!; + [Dependency] private readonly AntagSelectionSystem _antagSelection = default!; [Dependency] private readonly MindSystem _mindSystem = default!; - [Dependency] private readonly AntagSelectionSystem _antag = default!; + [Dependency] private readonly SharedRoleSystem _roleSystem = default!; [Dependency] private readonly ObjectivesSystem _objectives = default!; + [Dependency] private readonly InventorySystem _inventory = default!; public override void Initialize() { base.Initialize(); - SubscribeLocalEvent(AfterAntagSelected); + SubscribeLocalEvent(OnPlayersSpawned); SubscribeLocalEvent(OnGetBriefing); SubscribeLocalEvent(OnObjectivesTextGetInfo); } - private void AfterAntagSelected(Entity ent, ref AfterAntagEntitySelectedEvent args) + private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev) { - if (!_mindSystem.TryGetMind(args.EntityUid, out var mindId, out var mind)) + var query = QueryActiveRules(); + while (query.MoveNext(out var uid, out _, out var comp, out var gameRule)) + { + //Get all players eligible for this role, allow selecting existing antags + //TO DO: When voxes specifies are added, increase their chance of becoming a thief by 4 times >:) + var eligiblePlayers = _antagSelection.GetEligiblePlayers(ev.Players, comp.ThiefPrototypeId, acceptableAntags: AntagAcceptability.All, allowNonHumanoids: true); + + //Abort if there are none + if (eligiblePlayers.Count == 0) + { + Log.Warning($"No eligible thieves found, ending game rule {ToPrettyString(uid):rule}"); + GameTicker.EndGameRule(uid, gameRule); + continue; + } + + //Calculate number of thieves to choose + var thiefCount = _random.Next(1, comp.MaxAllowThief + 1); + + //Select our theives + var thieves = _antagSelection.ChooseAntags(thiefCount, eligiblePlayers); + + MakeThief(thieves, comp, comp.PacifistThieves); + } + } + + public void MakeThief(List players, ThiefRuleComponent thiefRule, bool addPacified) + { + foreach (var thief in players) + { + MakeThief(thief, thiefRule, addPacified); + } + } + + public void MakeThief(EntityUid thief, ThiefRuleComponent thiefRule, bool addPacified) + { + if (!_mindSystem.TryGetMind(thief, out var mindId, out var mind)) return; + if (HasComp(mindId)) + return; + + // Assign thief roles + _roleSystem.MindAddRole(mindId, new ThiefRoleComponent + { + PrototypeId = thiefRule.ThiefPrototypeId, + }, silent: true); + + //Add Pacified + //To Do: Long-term this should just be using the antag code to add components. + if (addPacified) //This check is important because some servers may want to disable the thief's pacifism. Do not remove. + { + EnsureComp(thief); + } + //Generate objectives - GenerateObjectives(mindId, mind, ent); - _antag.SendBriefing(args.EntityUid, MakeBriefing(args.EntityUid), null, null); + GenerateObjectives(mindId, mind, thiefRule); + + //Send briefing here to account for humanoid/animal + _antagSelection.SendBriefing(thief, MakeBriefing(thief), null, thiefRule.GreetingSound); + + // Give starting items + _inventory.SpawnItemsOnEntity(thief, thiefRule.StarterItems); + + thiefRule.ThievesMinds.Add(mindId); + } + + public void AdminMakeThief(EntityUid entity, bool addPacified) + { + var thiefRule = EntityQuery().FirstOrDefault(); + if (thiefRule == null) + { + GameTicker.StartGameRule("Thief", out var ruleEntity); + thiefRule = Comp(ruleEntity); + } + + if (HasComp(entity)) + return; + + MakeThief(entity, thiefRule, addPacified); } private void GenerateObjectives(EntityUid mindId, MindComponent mind, ThiefRuleComponent thiefRule) @@ -80,7 +160,8 @@ private void OnGetBriefing(Entity thief, ref GetBriefingEven private string MakeBriefing(EntityUid thief) { var isHuman = HasComp(thief); - var briefing = isHuman + var briefing = "\n"; + briefing = isHuman ? Loc.GetString("thief-role-greeting-human") : Loc.GetString("thief-role-greeting-animal"); @@ -88,9 +169,9 @@ private string MakeBriefing(EntityUid thief) return briefing; } - private void OnObjectivesTextGetInfo(Entity ent, ref ObjectivesTextGetInfoEvent args) + private void OnObjectivesTextGetInfo(Entity thiefs, ref ObjectivesTextGetInfoEvent args) { - args.Minds = _antag.GetAntagMindEntityUids(ent.Owner); + args.Minds = thiefs.Comp.ThievesMinds; args.AgentName = Loc.GetString("thief-round-end-agent-name"); } } diff --git a/Content.Server/GameTicking/Rules/TraitorRuleSystem.cs b/Content.Server/GameTicking/Rules/TraitorRuleSystem.cs index 1cc5e577041..fc9f0a9a9ff 100644 --- a/Content.Server/GameTicking/Rules/TraitorRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/TraitorRuleSystem.cs @@ -6,61 +6,96 @@ using Content.Server.PDA.Ringer; using Content.Server.Roles; using Content.Server.Traitor.Uplink; +using Content.Shared.CCVar; +using Content.Shared.Dataset; using Content.Shared.Mind; +using Content.Shared.Mobs.Systems; using Content.Shared.Objectives.Components; using Content.Shared.PDA; using Content.Shared.Roles; using Content.Shared.Roles.Jobs; +using Robust.Server.Player; +using Robust.Shared.Configuration; using Robust.Shared.Prototypes; using Robust.Shared.Random; +using Robust.Shared.Timing; using System.Linq; using System.Text; -using Content.Server.GameTicking.Components; -using Content.Server.Traitor.Components; namespace Content.Server.GameTicking.Rules; public sealed class TraitorRuleSystem : GameRuleSystem { + [Dependency] private readonly AntagSelectionSystem _antagSelection = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IRobustRandom _random = default!; + [Dependency] private readonly IConfigurationManager _cfg = default!; + [Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly NpcFactionSystem _npcFaction = default!; - [Dependency] private readonly AntagSelectionSystem _antag = default!; + [Dependency] private readonly MobStateSystem _mobStateSystem = default!; [Dependency] private readonly UplinkSystem _uplink = default!; [Dependency] private readonly MindSystem _mindSystem = default!; [Dependency] private readonly SharedRoleSystem _roleSystem = default!; [Dependency] private readonly SharedJobSystem _jobs = default!; [Dependency] private readonly ObjectivesSystem _objectives = default!; + [Dependency] private readonly IGameTiming _timing = default!; - public const int MaxPicks = 20; + private int PlayersPerTraitor => _cfg.GetCVar(CCVars.TraitorPlayersPerTraitor); + private int MaxTraitors => _cfg.GetCVar(CCVars.TraitorMaxTraitors); public override void Initialize() { base.Initialize(); - SubscribeLocalEvent(AfterEntitySelected); + SubscribeLocalEvent(OnStartAttempt); + SubscribeLocalEvent(OnPlayersSpawned); + SubscribeLocalEvent(HandleLatejoin); SubscribeLocalEvent(OnObjectivesTextGetInfo); SubscribeLocalEvent(OnObjectivesTextPrepend); } + //Set min players on game rule protected override void Added(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args) { base.Added(uid, component, gameRule, args); + + gameRule.MinPlayers = _cfg.GetCVar(CCVars.TraitorMinPlayers); + } + + protected override void Started(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) + { + base.Started(uid, component, gameRule, args); MakeCodewords(component); } - private void AfterEntitySelected(Entity ent, ref AfterAntagEntitySelectedEvent args) + protected override void ActiveTick(EntityUid uid, TraitorRuleComponent component, GameRuleComponent gameRule, float frameTime) + { + base.ActiveTick(uid, component, gameRule, frameTime); + + if (component.SelectionStatus < TraitorRuleComponent.SelectionState.Started && component.AnnounceAt < _timing.CurTime) + { + DoTraitorStart(component); + component.SelectionStatus = TraitorRuleComponent.SelectionState.Started; + } + } + + /// + /// Check for enough players + /// + /// + private void OnStartAttempt(RoundStartAttemptEvent ev) { - MakeTraitor(args.EntityUid, ent); + TryRoundStartAttempt(ev, Loc.GetString("traitor-title")); } private void MakeCodewords(TraitorRuleComponent component) { - var adjectives = _prototypeManager.Index(component.CodewordAdjectives).Values; - var verbs = _prototypeManager.Index(component.CodewordVerbs).Values; + var codewordCount = _cfg.GetCVar(CCVars.TraitorCodewordCount); + var adjectives = _prototypeManager.Index(component.CodewordAdjectives).Values; + var verbs = _prototypeManager.Index(component.CodewordVerbs).Values; var codewordPool = adjectives.Concat(verbs).ToList(); - var finalCodewordCount = Math.Min(component.CodewordCount, codewordPool.Count); + var finalCodewordCount = Math.Min(codewordCount, codewordPool.Count); component.Codewords = new string[finalCodewordCount]; for (var i = 0; i < finalCodewordCount; i++) { @@ -68,25 +103,66 @@ private void MakeCodewords(TraitorRuleComponent component) } } + private void DoTraitorStart(TraitorRuleComponent component) + { + var eligiblePlayers = _antagSelection.GetEligiblePlayers(_playerManager.Sessions, component.TraitorPrototypeId); + + if (eligiblePlayers.Count == 0) + return; + + var traitorsToSelect = _antagSelection.CalculateAntagCount(_playerManager.PlayerCount, PlayersPerTraitor, MaxTraitors); + + var selectedTraitors = _antagSelection.ChooseAntags(traitorsToSelect, eligiblePlayers); + + MakeTraitor(selectedTraitors, component); + } + + private void OnPlayersSpawned(RulePlayerJobsAssignedEvent ev) + { + //Start the timer + var query = QueryActiveRules(); + while (query.MoveNext(out _, out var comp, out var gameRuleComponent)) + { + var delay = TimeSpan.FromSeconds( + _cfg.GetCVar(CCVars.TraitorStartDelay) + + _random.NextFloat(0f, _cfg.GetCVar(CCVars.TraitorStartDelayVariance))); + + //Set the delay for choosing traitors + comp.AnnounceAt = _timing.CurTime + delay; + + comp.SelectionStatus = TraitorRuleComponent.SelectionState.ReadyToStart; + } + } + + public bool MakeTraitor(List traitors, TraitorRuleComponent component, bool giveUplink = true, bool giveObjectives = true) + { + foreach (var traitor in traitors) + { + MakeTraitor(traitor, component, giveUplink, giveObjectives); + } + + return true; + } + public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component, bool giveUplink = true, bool giveObjectives = true) { //Grab the mind if it wasnt provided if (!_mindSystem.TryGetMind(traitor, out var mindId, out var mind)) return false; - var briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", component.Codewords))); - - if (TryComp(traitor, out var autoTraitorComponent)) + if (HasComp(mindId)) { - giveUplink = autoTraitorComponent.GiveUplink; - giveObjectives = autoTraitorComponent.GiveObjectives; + Log.Error($"Player {mind.CharacterName} is already a traitor."); + return false; } + var briefing = Loc.GetString("traitor-role-codewords-short", ("codewords", string.Join(", ", component.Codewords))); + Note[]? code = null; if (giveUplink) { // Calculate the amount of currency on the uplink. - var startingBalance = component.StartingBalance; + var startingBalance = _cfg.GetCVar(CCVars.TraitorStartingBalance); if (_jobs.MindTryGetJob(mindId, out _, out var prototype)) startingBalance = Math.Max(startingBalance - prototype.AntagAdvantage, 0); @@ -104,14 +180,19 @@ public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component, bool Loc.GetString("traitor-role-uplink-code-short", ("code", string.Join("-", code).Replace("sharp", "#")))); } - _antag.SendBriefing(traitor, GenerateBriefing(component.Codewords, code), null, component.GreetSoundNotification); + _antagSelection.SendBriefing(traitor, GenerateBriefing(component.Codewords, code), null, component.GreetSoundNotification); component.TraitorMinds.Add(mindId); + // Assign traitor roles + _roleSystem.MindAddRole(mindId, new TraitorRoleComponent + { + PrototypeId = component.TraitorPrototypeId + }, mind, true); // Assign briefing _roleSystem.MindAddRole(mindId, new RoleBriefingComponent { - Briefing = briefing + Briefing = briefing.ToString() }, mind, true); // Change the faction @@ -121,8 +202,11 @@ public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component, bool // Give traitors their objectives if (giveObjectives) { + var maxDifficulty = _cfg.GetCVar(CCVars.TraitorMaxDifficulty); + var maxPicks = _cfg.GetCVar(CCVars.TraitorMaxPicks); var difficulty = 0f; - for (var pick = 0; pick < MaxPicks && component.MaxDifficulty > difficulty; pick++) + Log.Debug($"Attempting {maxPicks} objective picks with {maxDifficulty} difficulty"); + for (var pick = 0; pick < maxPicks && maxDifficulty > difficulty; pick++) { var objective = _objectives.GetRandomObjective(mindId, mind, component.ObjectiveGroup); if (objective == null) @@ -138,9 +222,53 @@ public bool MakeTraitor(EntityUid traitor, TraitorRuleComponent component, bool return true; } + private void HandleLatejoin(PlayerSpawnCompleteEvent ev) + { + var query = QueryActiveRules(); + while (query.MoveNext(out _, out var comp, out _)) + { + if (comp.TotalTraitors >= MaxTraitors) + continue; + + if (!ev.LateJoin) + continue; + + if (!_antagSelection.IsPlayerEligible(ev.Player, comp.TraitorPrototypeId)) + continue; + + //If its before we have selected traitors, continue + if (comp.SelectionStatus < TraitorRuleComponent.SelectionState.Started) + continue; + + // the nth player we adjust our probabilities around + var target = PlayersPerTraitor * comp.TotalTraitors + 1; + var chance = 1f / PlayersPerTraitor; + + // 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.Mob, comp); + } + } + } + private void OnObjectivesTextGetInfo(EntityUid uid, TraitorRuleComponent comp, ref ObjectivesTextGetInfoEvent args) { - args.Minds = _antag.GetAntagMindEntityUids(uid); + args.Minds = comp.TraitorMinds; args.AgentName = Loc.GetString("traitor-round-end-agent-name"); } @@ -149,6 +277,27 @@ private void OnObjectivesTextPrepend(EntityUid uid, TraitorRuleComponent comp, r args.Text += "\n" + Loc.GetString("traitor-round-end-codewords", ("codewords", string.Join(", ", comp.Codewords))); } + /// + /// Start this game rule manually + /// + public TraitorRuleComponent StartGameRule() + { + var comp = EntityQuery().FirstOrDefault(); + if (comp == null) + { + GameTicker.StartGameRule("Traitor", out var ruleEntity); + comp = Comp(ruleEntity); + } + + return comp; + } + + public void MakeTraitorAdmin(EntityUid entity, bool giveUplink, bool giveObjectives) + { + var traitorRule = StartGameRule(); + MakeTraitor(entity, traitorRule, giveUplink, giveObjectives); + } + private string GenerateBriefing(string[] codewords, Note[]? uplinkCode) { var sb = new StringBuilder(); @@ -163,11 +312,9 @@ private string GenerateBriefing(string[] codewords, Note[]? uplinkCode) public List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind) { List<(EntityUid Id, MindComponent Mind)> allTraitors = new(); - - var query = EntityQueryEnumerator(); - while (query.MoveNext(out var uid, out var traitor)) + foreach (var traitor in EntityQuery()) { - foreach (var role in GetOtherTraitorMindsAliveAndConnected(ourMind, (uid, traitor))) + foreach (var role in GetOtherTraitorMindsAliveAndConnected(ourMind, traitor)) { if (!allTraitors.Contains(role)) allTraitors.Add(role); @@ -177,15 +324,20 @@ private string GenerateBriefing(string[] codewords, Note[]? uplinkCode) return allTraitors; } - private List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind, Entity rule) + private List<(EntityUid Id, MindComponent Mind)> GetOtherTraitorMindsAliveAndConnected(MindComponent ourMind, TraitorRuleComponent component) { var traitors = new List<(EntityUid Id, MindComponent Mind)>(); - foreach (var mind in _antag.GetAntagMinds(rule.Owner)) + foreach (var traitor in component.TraitorMinds) { - if (mind.Comp == ourMind) - continue; - - traitors.Add((mind, mind)); + if (TryComp(traitor, out MindComponent? mind) && + mind.OwnedEntity != null && + mind.Session != null && + mind != ourMind && + _mobStateSystem.IsAlive(mind.OwnedEntity.Value) && + mind.CurrentEntity == mind.OwnedEntity) + { + traitors.Add((traitor, mind)); + } } return traitors; diff --git a/Content.Server/GameTicking/Rules/ZombieRuleSystem.cs b/Content.Server/GameTicking/Rules/ZombieRuleSystem.cs index f62d0b79ffb..5714337d4db 100644 --- a/Content.Server/GameTicking/Rules/ZombieRuleSystem.cs +++ b/Content.Server/GameTicking/Rules/ZombieRuleSystem.cs @@ -1,35 +1,46 @@ +using Content.Server.Actions; using Content.Server.Antag; using Content.Server.Chat.Systems; using Content.Server.GameTicking.Rules.Components; using Content.Server.Popups; +using Content.Server.Roles; using Content.Server.RoundEnd; using Content.Server.Station.Components; using Content.Server.Station.Systems; using Content.Server.Zombies; +using Content.Shared.CCVar; using Content.Shared.Humanoid; using Content.Shared.Mind; using Content.Shared.Mobs; using Content.Shared.Mobs.Components; using Content.Shared.Mobs.Systems; +using Content.Shared.Roles; using Content.Shared.Zombies; +using Robust.Server.Player; +using Robust.Shared.Configuration; using Robust.Shared.Player; +using Robust.Shared.Random; using Robust.Shared.Timing; using System.Globalization; using Content.Server.Announcements.Systems; -using Content.Server.GameTicking.Components; namespace Content.Server.GameTicking.Rules; public sealed class ZombieRuleSystem : GameRuleSystem { + [Dependency] private readonly IRobustRandom _random = default!; + [Dependency] private readonly IConfigurationManager _cfg = default!; + [Dependency] private readonly IPlayerManager _playerManager = default!; [Dependency] private readonly ChatSystem _chat = default!; [Dependency] private readonly RoundEndSystem _roundEnd = default!; [Dependency] private readonly PopupSystem _popup = default!; + [Dependency] private readonly ActionsSystem _action = default!; [Dependency] private readonly MobStateSystem _mobState = default!; [Dependency] private readonly ZombieSystem _zombie = default!; [Dependency] private readonly SharedMindSystem _mindSystem = default!; + [Dependency] private readonly SharedRoleSystem _roles = default!; [Dependency] private readonly StationSystem _station = default!; - [Dependency] private readonly AntagSelectionSystem _antag = default!; + [Dependency] private readonly AntagSelectionSystem _antagSelection = default!; [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly AnnouncerSystem _announcer = default!; [Dependency] private readonly GameTicker _gameTicker = default!; @@ -38,56 +49,67 @@ public override void Initialize() { base.Initialize(); + SubscribeLocalEvent(OnStartAttempt); + SubscribeLocalEvent(OnRoundEndText); SubscribeLocalEvent(OnZombifySelf); } - protected override void AppendRoundEndText(EntityUid uid, ZombieRuleComponent component, GameRuleComponent gameRule, - ref RoundEndTextAppendEvent args) + /// + /// Set the required minimum players for this gamemode to start + /// + protected override void Added(EntityUid uid, ZombieRuleComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args) { - base.AppendRoundEndText(uid, component, gameRule, ref args); - - // This is just the general condition thing used for determining the win/lose text - var fraction = GetInfectedFraction(true, true); - - if (fraction <= 0) - args.AddLine(Loc.GetString("zombie-round-end-amount-none")); - else if (fraction <= 0.25) - args.AddLine(Loc.GetString("zombie-round-end-amount-low")); - else if (fraction <= 0.5) - args.AddLine(Loc.GetString("zombie-round-end-amount-medium", ("percent", Math.Round((fraction * 100), 2).ToString(CultureInfo.InvariantCulture)))); - else if (fraction < 1) - args.AddLine(Loc.GetString("zombie-round-end-amount-high", ("percent", Math.Round((fraction * 100), 2).ToString(CultureInfo.InvariantCulture)))); - else - args.AddLine(Loc.GetString("zombie-round-end-amount-all")); - - var antags = _antag.GetAntagIdentifiers(uid); - args.AddLine(Loc.GetString("zombie-round-end-initial-count", ("initialCount", antags.Count))); - foreach (var (_, data, entName) in antags) - { - args.AddLine(Loc.GetString("zombie-round-end-user-was-initial", - ("name", entName), - ("username", data.UserName))); - } + base.Added(uid, component, gameRule, args); - var healthy = GetHealthyHumans(); - // 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 (healthy.Count <= 0 || healthy.Count > 2 * antags.Count) - return; - args.AddLine(""); - args.AddLine(Loc.GetString("zombie-round-end-survivor-count", ("count", healthy.Count))); - foreach (var survivor in healthy) + gameRule.MinPlayers = _cfg.GetCVar(CCVars.ZombieMinPlayers); + } + + private void OnRoundEndText(RoundEndTextAppendEvent ev) + { + foreach (var zombie in EntityQuery()) { - var meta = MetaData(survivor); - var username = string.Empty; - if (_mindSystem.TryGetMind(survivor, out _, out var mind) && mind.Session != null) + // This is just the general condition thing used for determining the win/lose text + var fraction = GetInfectedFraction(true, true); + + if (fraction <= 0) + ev.AddLine(Loc.GetString("zombie-round-end-amount-none")); + else if (fraction <= 0.25) + ev.AddLine(Loc.GetString("zombie-round-end-amount-low")); + else if (fraction <= 0.5) + ev.AddLine(Loc.GetString("zombie-round-end-amount-medium", ("percent", Math.Round((fraction * 100), 2).ToString(CultureInfo.InvariantCulture)))); + else if (fraction < 1) + ev.AddLine(Loc.GetString("zombie-round-end-amount-high", ("percent", Math.Round((fraction * 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", zombie.InitialInfectedNames.Count))); + foreach (var player in zombie.InitialInfectedNames) { - username = mind.Session.Name; + ev.AddLine(Loc.GetString("zombie-round-end-user-was-initial", + ("name", player.Key), + ("username", player.Value))); } - args.AddLine(Loc.GetString("zombie-round-end-user-was-survivor", - ("name", meta.EntityName), - ("username", username))); + var healthy = GetHealthyHumans(true); + // 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 (healthy.Count <= 0 || healthy.Count > 2 * zombie.InitialInfectedNames.Count) + continue; + ev.AddLine(""); + ev.AddLine(Loc.GetString("zombie-round-end-survivor-count", ("count", healthy.Count))); + foreach (var survivor in healthy) + { + var meta = MetaData(survivor); + var username = string.Empty; + if (_mindSystem.TryGetMind(survivor, out _, out var mind) && mind.Session != null) + { + username = mind.Session.Name; + } + + ev.AddLine(Loc.GetString("zombie-round-end-user-was-survivor", + ("name", meta.EntityName), + ("username", username))); + } } } @@ -117,20 +139,38 @@ private void CheckRoundEnd(ZombieRuleComponent zombieRuleComponent) _roundEnd.EndRound(); } + /// + /// Check we have enough players to start this game mode, if not - cancel and announce + /// + private void OnStartAttempt(RoundStartAttemptEvent ev) + { + TryRoundStartAttempt(ev, Loc.GetString("zombie-title")); + } + protected override void Started(EntityUid uid, ZombieRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) { base.Started(uid, component, gameRule, args); - component.NextRoundEndCheck = _timing.CurTime + component.EndCheckDelay; + var delay = _random.Next(component.MinStartDelay, component.MaxStartDelay); + component.StartTime = _timing.CurTime + delay; } protected override void ActiveTick(EntityUid uid, ZombieRuleComponent component, GameRuleComponent gameRule, float frameTime) { base.ActiveTick(uid, component, gameRule, frameTime); - if (!component.NextRoundEndCheck.HasValue || component.NextRoundEndCheck > _timing.CurTime) - return; - CheckRoundEnd(component); - component.NextRoundEndCheck = _timing.CurTime + component.EndCheckDelay; + + if (component.StartTime.HasValue && component.StartTime < _timing.CurTime) + { + InfectInitialPlayers(component); + component.StartTime = null; + component.NextRoundEndCheck = _timing.CurTime + component.EndCheckDelay; + } + + if (component.NextRoundEndCheck.HasValue && component.NextRoundEndCheck < _timing.CurTime) + { + CheckRoundEnd(component); + component.NextRoundEndCheck = _timing.CurTime + component.EndCheckDelay; + } } private void OnZombifySelf(EntityUid uid, PendingZombieComponent component, ZombifySelfActionEvent args) @@ -195,4 +235,81 @@ private List GetHealthyHumans(bool includeOffStation = false) } return healthy; } + + /// + /// Infects the first players with the passive zombie virus. + /// Also records their names for the end of round screen. + /// + /// + /// The reason this code is written separately is to facilitate + /// allowing this gamemode to be started midround. As such, it doesn't need + /// any information besides just running. + /// + private void InfectInitialPlayers(ZombieRuleComponent component) + { + //Get all players with initial infected enabled, and exclude those with the ZombieImmuneComponent and roles with CanBeAntag = False + var eligiblePlayers = _antagSelection.GetEligiblePlayers( + _playerManager.Sessions, + component.PatientZeroPrototypeId, + includeAllJobs: false, + customExcludeCondition: player => HasComp(player) || HasComp(player) + ); + + //And get all players, excluding ZombieImmune and roles with CanBeAntag = False - to fill any leftover initial infected slots + var allPlayers = _antagSelection.GetEligiblePlayers( + _playerManager.Sessions, + component.PatientZeroPrototypeId, + acceptableAntags: Shared.Antag.AntagAcceptability.All, + includeAllJobs: false , + ignorePreferences: true, + customExcludeCondition: HasComp + ); + + //If there are no players to choose, abort + if (allPlayers.Count == 0) + return; + + //How many initial infected should we select + var initialInfectedCount = _antagSelection.CalculateAntagCount(_playerManager.PlayerCount, component.PlayersPerInfected, component.MaxInitialInfected); + + //Choose the required number of initial infected from the eligible players, making up any shortfall by choosing from all players + var initialInfected = _antagSelection.ChooseAntags(initialInfectedCount, eligiblePlayers, allPlayers); + + //Make brain craving + MakeZombie(initialInfected, component); + + //Send the briefing, play greeting sound + _antagSelection.SendBriefing(initialInfected, Loc.GetString("zombie-patientzero-role-greeting"), Color.Plum, component.InitialInfectedSound); + } + + private void MakeZombie(List entities, ZombieRuleComponent component) + { + foreach (var entity in entities) + { + MakeZombie(entity, component); + } + } + private void MakeZombie(EntityUid entity, ZombieRuleComponent component) + { + if (!_mindSystem.TryGetMind(entity, out var mind, out var mindComponent)) + return; + + //Add the role to the mind silently (to avoid repeating job assignment) + _roles.MindAddRole(mind, new InitialInfectedRoleComponent { PrototypeId = component.PatientZeroPrototypeId }, silent: true); + EnsureComp(entity); + + //Add the zombie components and grace period + var pending = EnsureComp(entity); + pending.GracePeriod = _random.Next(component.MinInitialInfectedGrace, component.MaxInitialInfectedGrace); + EnsureComp(entity); + EnsureComp(entity); + + //Add the zombify action + _action.AddAction(entity, ref pending.Action, component.ZombifySelfActionPrototype, entity); + + //Get names for the round end screen, incase they leave mid-round + var inCharacterName = MetaData(entity).EntityName; + var accountName = mindComponent.Session == null ? string.Empty : mindComponent.Session.Name; + component.InitialInfectedNames.Add(inCharacterName, accountName); + } } diff --git a/Content.Server/IoC/ServerContentIoC.cs b/Content.Server/IoC/ServerContentIoC.cs index bc399977358..fa263e059de 100644 --- a/Content.Server/IoC/ServerContentIoC.cs +++ b/Content.Server/IoC/ServerContentIoC.cs @@ -5,10 +5,10 @@ using Content.Server.Afk; using Content.Server.Chat.Managers; using Content.Server.Connection; +using Content.Server.DiscordAuth; using Content.Server.JoinQueue; using Content.Server.Database; using Content.Server.Discord; -using Content.Server.DiscordAuth; using Content.Server.EUI; using Content.Server.GhostKick; using Content.Server.Info; diff --git a/Content.Server/Nyanotrasen/StationEvents/Events/MidRoundAntagRule.cs b/Content.Server/Nyanotrasen/StationEvents/Events/MidRoundAntagRule.cs index 94a488bd84b..7abbdcdab3b 100644 --- a/Content.Server/Nyanotrasen/StationEvents/Events/MidRoundAntagRule.cs +++ b/Content.Server/Nyanotrasen/StationEvents/Events/MidRoundAntagRule.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; using Robust.Shared.Random; diff --git a/Content.Server/Objectives/ObjectivesSystem.cs b/Content.Server/Objectives/ObjectivesSystem.cs index 47fe4eb5f88..20205b8b72f 100644 --- a/Content.Server/Objectives/ObjectivesSystem.cs +++ b/Content.Server/Objectives/ObjectivesSystem.cs @@ -1,7 +1,10 @@ using Content.Server.GameTicking; +using Content.Server.GameTicking.Rules.Components; +using Content.Server.Mind; using Content.Server.Shuttles.Systems; using Content.Shared.Cuffs.Components; using Content.Shared.Mind; +using Content.Shared.Mobs.Systems; using Content.Shared.Objectives.Components; using Content.Shared.Objectives.Systems; using Content.Shared.Random; @@ -9,9 +12,7 @@ using Robust.Shared.Prototypes; using Robust.Shared.Random; using System.Linq; -using Content.Server.GameTicking.Components; using System.Text; -using Robust.Server.Player; namespace Content.Server.Objectives; @@ -19,8 +20,8 @@ public sealed class ObjectivesSystem : SharedObjectivesSystem { [Dependency] private readonly GameTicker _gameTicker = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; - [Dependency] private readonly IPlayerManager _player = default!; [Dependency] private readonly IRobustRandom _random = default!; + [Dependency] private readonly MindSystem _mind = default!; [Dependency] private readonly EmergencyShuttleSystem _emergencyShuttle = default!; public override void Initialize() @@ -178,9 +179,7 @@ private void AddSummary(StringBuilder result, string agent, List mind .ThenByDescending(x => x.completedObjectives); foreach (var (summary, _, _) in sortedAgents) - { result.AppendLine(summary); - } } public EntityUid? GetRandomObjective(EntityUid mindId, MindComponent mind, string objectiveGroupProto) @@ -245,14 +244,8 @@ private bool IsInCustody(EntityUid mindId, MindComponent? mind = null) return null; var name = mind.CharacterName; - var username = (string?) null; - - if (mind.OriginalOwnerUserId != null && - _player.TryGetPlayerData(mind.OriginalOwnerUserId.Value, out var sessionData)) - { - username = sessionData.UserName; - } - + _mind.TryGetSession(mindId, out var session); + var username = session?.Name; if (username != null) { diff --git a/Content.Server/Power/EntitySystems/PowerMonitoringConsoleSystem.cs b/Content.Server/Power/EntitySystems/PowerMonitoringConsoleSystem.cs index 0e20f007d71..107d09c8980 100644 --- a/Content.Server/Power/EntitySystems/PowerMonitoringConsoleSystem.cs +++ b/Content.Server/Power/EntitySystems/PowerMonitoringConsoleSystem.cs @@ -17,7 +17,6 @@ using Robust.Shared.Utility; using System.Linq; using System.Diagnostics.CodeAnalysis; -using Content.Server.GameTicking.Components; namespace Content.Server.Power.EntitySystems; @@ -724,8 +723,8 @@ private void GetLoadsForNode(EntityUid uid, Node node, out List> GetSelectedProfilesForPlayers(List userIds); bool HavePreferencesLoaded(ICommonSession session); } diff --git a/Content.Server/Preferences/Managers/ServerPreferencesManager.cs b/Content.Server/Preferences/Managers/ServerPreferencesManager.cs index c3efe14be96..e262fde64d2 100644 --- a/Content.Server/Preferences/Managers/ServerPreferencesManager.cs +++ b/Content.Server/Preferences/Managers/ServerPreferencesManager.cs @@ -256,20 +256,6 @@ public PlayerPreferences GetPreferences(NetUserId userId) return prefs; } - /// - /// Retrieves preferences for the given username from storage or returns null. - /// Creates and saves default preferences if they are not found, then returns them. - /// - public PlayerPreferences? GetPreferencesOrNull(NetUserId? userId) - { - if (userId == null) - return null; - - if (_cachedPlayerPrefs.TryGetValue(userId.Value, out var pref)) - return pref.Prefs; - return null; - } - private async Task GetOrCreatePreferencesAsync(NetUserId userId) { var prefs = await _db.GetPlayerPreferencesAsync(userId); diff --git a/Content.Server/RandomMetadata/RandomMetadataSystem.cs b/Content.Server/RandomMetadata/RandomMetadataSystem.cs index 0c254c52ac0..c088d57fd96 100644 --- a/Content.Server/RandomMetadata/RandomMetadataSystem.cs +++ b/Content.Server/RandomMetadata/RandomMetadataSystem.cs @@ -1,4 +1,4 @@ -using Content.Shared.Dataset; +using Content.Shared.Dataset; using JetBrains.Annotations; using Robust.Shared.Prototypes; using Robust.Shared.Random; @@ -47,12 +47,9 @@ public string GetRandomFromSegments(List segments, string? separator) var outputSegments = new List(); foreach (var segment in segments) { - if (_prototype.TryIndex(segment, out var proto)) - outputSegments.Add(_random.Pick(proto.Values)); - else if (Loc.TryGetString(segment, out var localizedSegment)) - outputSegments.Add(localizedSegment); - else - outputSegments.Add(segment); + outputSegments.Add(_prototype.TryIndex(segment, out var proto) + ? Loc.GetString(_random.Pick(proto.Values)) + : Loc.GetString(segment)); } return string.Join(separator, outputSegments); } diff --git a/Content.Server/Spawners/EntitySystems/ConditionalSpawnerSystem.cs b/Content.Server/Spawners/EntitySystems/ConditionalSpawnerSystem.cs index 75f86187989..506fd61d559 100644 --- a/Content.Server/Spawners/EntitySystems/ConditionalSpawnerSystem.cs +++ b/Content.Server/Spawners/EntitySystems/ConditionalSpawnerSystem.cs @@ -1,6 +1,5 @@ using System.Numerics; using Content.Server.GameTicking; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Spawners.Components; using JetBrains.Annotations; diff --git a/Content.Server/Station/Systems/StationSpawningSystem.cs b/Content.Server/Station/Systems/StationSpawningSystem.cs index fc7a10749a2..7ec9a9d7981 100644 --- a/Content.Server/Station/Systems/StationSpawningSystem.cs +++ b/Content.Server/Station/Systems/StationSpawningSystem.cs @@ -173,7 +173,7 @@ public EntityUid SpawnPlayerMob( if (prototype?.StartingGear != null) { var startingGear = _prototypeManager.Index(prototype.StartingGear); - EquipStartingGear(entity.Value, startingGear); + EquipStartingGear(entity.Value, startingGear, profile); if (profile != null) EquipIdCard(entity.Value, profile.Name, prototype, station); } diff --git a/Content.Server/StationEvents/BasicStationEventSchedulerSystem.cs b/Content.Server/StationEvents/BasicStationEventSchedulerSystem.cs index b9eb3b7b09d..0243a00c9a7 100644 --- a/Content.Server/StationEvents/BasicStationEventSchedulerSystem.cs +++ b/Content.Server/StationEvents/BasicStationEventSchedulerSystem.cs @@ -1,6 +1,5 @@ using System.Linq; using Content.Server.Administration; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; diff --git a/Content.Server/StationEvents/Components/LoneOpsSpawnRuleComponent.cs b/Content.Server/StationEvents/Components/LoneOpsSpawnRuleComponent.cs new file mode 100644 index 00000000000..92911e08584 --- /dev/null +++ b/Content.Server/StationEvents/Components/LoneOpsSpawnRuleComponent.cs @@ -0,0 +1,18 @@ +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 partial class LoneOpsSpawnRuleComponent : Component +{ + [DataField("loneOpsShuttlePath")] + public string LoneOpsShuttlePath = "Maps/Shuttles/striker.yml"; + + [DataField("gameRuleProto", customTypeSerializer: typeof(PrototypeIdSerializer))] + public string GameRuleProto = "Nukeops"; + + [DataField("additionalRule")] + public EntityUid? AdditionalRule; +} diff --git a/Content.Server/StationEvents/Events/AnomalySpawnRule.cs b/Content.Server/StationEvents/Events/AnomalySpawnRule.cs index 98d5aa76a6a..4cd94d3e719 100644 --- a/Content.Server/StationEvents/Events/AnomalySpawnRule.cs +++ b/Content.Server/StationEvents/Events/AnomalySpawnRule.cs @@ -1,5 +1,4 @@ using Content.Server.Anomaly; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Station.Components; using Content.Server.StationEvents.Components; diff --git a/Content.Server/StationEvents/Events/BluespaceArtifactRule.cs b/Content.Server/StationEvents/Events/BluespaceArtifactRule.cs index 29c18976576..b25c1d6561c 100644 --- a/Content.Server/StationEvents/Events/BluespaceArtifactRule.cs +++ b/Content.Server/StationEvents/Events/BluespaceArtifactRule.cs @@ -1,5 +1,4 @@ -using Content.Server.GameTicking.Components; -using Content.Server.GameTicking.Rules.Components; +using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; using Robust.Shared.Random; using Content.Server.Announcements.Systems; diff --git a/Content.Server/StationEvents/Events/BluespaceLockerRule.cs b/Content.Server/StationEvents/Events/BluespaceLockerRule.cs index eef9850e739..709b750334e 100644 --- a/Content.Server/StationEvents/Events/BluespaceLockerRule.cs +++ b/Content.Server/StationEvents/Events/BluespaceLockerRule.cs @@ -1,5 +1,4 @@ -using Content.Server.GameTicking.Components; -using Content.Server.GameTicking.Rules.Components; +using Content.Server.GameTicking.Rules.Components; using Content.Server.Resist; using Content.Server.Station.Components; using Content.Server.StationEvents.Components; diff --git a/Content.Server/StationEvents/Events/BreakerFlipRule.cs b/Content.Server/StationEvents/Events/BreakerFlipRule.cs index 3b2368556be..e7574f27ad5 100644 --- a/Content.Server/StationEvents/Events/BreakerFlipRule.cs +++ b/Content.Server/StationEvents/Events/BreakerFlipRule.cs @@ -1,5 +1,4 @@ -using Content.Server.GameTicking.Components; -using Content.Server.GameTicking.Rules.Components; +using Content.Server.GameTicking.Rules.Components; using Content.Server.Power.Components; using Content.Server.Power.EntitySystems; using Content.Server.Station.Components; diff --git a/Content.Server/StationEvents/Events/BureaucraticErrorRule.cs b/Content.Server/StationEvents/Events/BureaucraticErrorRule.cs index 282e28e4991..feb88d9b848 100644 --- a/Content.Server/StationEvents/Events/BureaucraticErrorRule.cs +++ b/Content.Server/StationEvents/Events/BureaucraticErrorRule.cs @@ -1,5 +1,4 @@ using System.Linq; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Station.Components; using Content.Server.Station.Systems; diff --git a/Content.Server/StationEvents/Events/CargoGiftsRule.cs b/Content.Server/StationEvents/Events/CargoGiftsRule.cs index 62f01f58fe6..80af23c6fa4 100644 --- a/Content.Server/StationEvents/Events/CargoGiftsRule.cs +++ b/Content.Server/StationEvents/Events/CargoGiftsRule.cs @@ -2,7 +2,6 @@ using Content.Server.Cargo.Components; using Content.Server.Cargo.Systems; using Content.Server.GameTicking; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Station.Components; using Content.Server.StationEvents.Components; diff --git a/Content.Server/StationEvents/Events/ClericalErrorRule.cs b/Content.Server/StationEvents/Events/ClericalErrorRule.cs index 854ee685b33..dd4473952cb 100644 --- a/Content.Server/StationEvents/Events/ClericalErrorRule.cs +++ b/Content.Server/StationEvents/Events/ClericalErrorRule.cs @@ -1,5 +1,4 @@ -using Content.Server.GameTicking.Components; -using Content.Server.GameTicking.Rules.Components; +using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; using Content.Server.StationRecords; using Content.Server.StationRecords.Systems; diff --git a/Content.Server/StationEvents/Events/FalseAlarmRule.cs b/Content.Server/StationEvents/Events/FalseAlarmRule.cs index 2d129b35584..cd434a721b1 100644 --- a/Content.Server/StationEvents/Events/FalseAlarmRule.cs +++ b/Content.Server/StationEvents/Events/FalseAlarmRule.cs @@ -1,5 +1,4 @@ using System.Linq; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; using JetBrains.Annotations; diff --git a/Content.Server/StationEvents/Events/FreeProberRule.cs b/Content.Server/StationEvents/Events/FreeProberRule.cs index a5dfdd6b6ea..0aa8ecc47cc 100644 --- a/Content.Server/StationEvents/Events/FreeProberRule.cs +++ b/Content.Server/StationEvents/Events/FreeProberRule.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Robust.Shared.Map; using Robust.Shared.Random; using Content.Server.GameTicking.Rules.Components; diff --git a/Content.Server/StationEvents/Events/GasLeakRule.cs b/Content.Server/StationEvents/Events/GasLeakRule.cs index 1221612171d..68544e416c3 100644 --- a/Content.Server/StationEvents/Events/GasLeakRule.cs +++ b/Content.Server/StationEvents/Events/GasLeakRule.cs @@ -1,5 +1,4 @@ using Content.Server.Atmos.EntitySystems; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; using Robust.Shared.Audio; diff --git a/Content.Server/StationEvents/Events/GlimmerEventSystem.cs b/Content.Server/StationEvents/Events/GlimmerEventSystem.cs index 3e0762c8346..a3d36ae7157 100644 --- a/Content.Server/StationEvents/Events/GlimmerEventSystem.cs +++ b/Content.Server/StationEvents/Events/GlimmerEventSystem.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Psionics.Glimmer; using Content.Shared.Psionics.Glimmer; diff --git a/Content.Server/StationEvents/Events/GlimmerRandomSentienceRule.cs b/Content.Server/StationEvents/Events/GlimmerRandomSentienceRule.cs index 578f8bf48bd..c086462b409 100644 --- a/Content.Server/StationEvents/Events/GlimmerRandomSentienceRule.cs +++ b/Content.Server/StationEvents/Events/GlimmerRandomSentienceRule.cs @@ -1,5 +1,4 @@ using System.Linq; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Ghost.Roles.Components; using Content.Server.Psionics; diff --git a/Content.Server/StationEvents/Events/GlimmerRevenantSpawnRule.cs b/Content.Server/StationEvents/Events/GlimmerRevenantSpawnRule.cs index 152d6d9fe59..8bab321db75 100644 --- a/Content.Server/StationEvents/Events/GlimmerRevenantSpawnRule.cs +++ b/Content.Server/StationEvents/Events/GlimmerRevenantSpawnRule.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Robust.Shared.Random; using Content.Server.GameTicking.Rules.Components; using Content.Server.Psionics.Glimmer; diff --git a/Content.Server/StationEvents/Events/GlimmerWispSpawnRule.cs b/Content.Server/StationEvents/Events/GlimmerWispSpawnRule.cs index c2cb4eca6d4..66eea988aeb 100644 --- a/Content.Server/StationEvents/Events/GlimmerWispSpawnRule.cs +++ b/Content.Server/StationEvents/Events/GlimmerWispSpawnRule.cs @@ -1,5 +1,4 @@ using System.Linq; -using Content.Server.GameTicking.Components; using Robust.Shared.Random; using Content.Server.GameTicking.Rules.Components; using Content.Server.NPC.Components; diff --git a/Content.Server/StationEvents/Events/ImmovableRodRule.cs b/Content.Server/StationEvents/Events/ImmovableRodRule.cs index 781d0368f47..a61c6b69e1a 100644 --- a/Content.Server/StationEvents/Events/ImmovableRodRule.cs +++ b/Content.Server/StationEvents/Events/ImmovableRodRule.cs @@ -1,5 +1,4 @@ using System.Numerics; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.ImmovableRod; using Content.Server.StationEvents.Components; diff --git a/Content.Server/StationEvents/Events/IonStormRule.cs b/Content.Server/StationEvents/Events/IonStormRule.cs index 8361cc6048a..cd3cd63ae86 100644 --- a/Content.Server/StationEvents/Events/IonStormRule.cs +++ b/Content.Server/StationEvents/Events/IonStormRule.cs @@ -1,5 +1,5 @@ -using Content.Server.GameTicking.Components; using System.Linq; +using Content.Server.GameTicking.Rules.Components; using Content.Server.Silicons.Laws; using Content.Server.Station.Components; using Content.Server.StationEvents.Components; diff --git a/Content.Server/StationEvents/Events/KudzuGrowthRule.cs b/Content.Server/StationEvents/Events/KudzuGrowthRule.cs index 5b56e03846f..3fa12cd4e9f 100644 --- a/Content.Server/StationEvents/Events/KudzuGrowthRule.cs +++ b/Content.Server/StationEvents/Events/KudzuGrowthRule.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; diff --git a/Content.Server/StationEvents/Events/LoneOpsSpawnRule.cs b/Content.Server/StationEvents/Events/LoneOpsSpawnRule.cs new file mode 100644 index 00000000000..4b15e590997 --- /dev/null +++ b/Content.Server/StationEvents/Events/LoneOpsSpawnRule.cs @@ -0,0 +1,47 @@ +using Robust.Server.GameObjects; +using Robust.Server.Maps; +using Content.Server.GameTicking.Rules.Components; +using Content.Server.StationEvents.Components; +using Content.Server.RoundEnd; + +namespace Content.Server.StationEvents.Events; + +public sealed class LoneOpsSpawnRule : StationEventSystem +{ + [Dependency] private readonly MapLoaderSystem _map = default!; + + protected override void Started(EntityUid uid, LoneOpsSpawnRuleComponent component, GameRuleComponent gameRule, GameRuleStartedEvent args) + { + base.Started(uid, component, gameRule, args); + + // Loneops can only spawn if there is no nukeops active + if (GameTicker.IsGameRuleAdded()) + { + ForceEndSelf(uid, gameRule); + 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 = Comp(nukeopsEntity); + nukeopsComp.SpawnOutpost = false; + nukeopsComp.RoundEndBehavior = RoundEndBehavior.Nothing; + 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); + } +} diff --git a/Content.Server/StationEvents/Events/MassHallucinationsRule.cs b/Content.Server/StationEvents/Events/MassHallucinationsRule.cs index 2239db7f701..4fc158f8646 100644 --- a/Content.Server/StationEvents/Events/MassHallucinationsRule.cs +++ b/Content.Server/StationEvents/Events/MassHallucinationsRule.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; using Content.Server.Traits.Assorted; diff --git a/Content.Server/StationEvents/Events/MassMindSwapRule.cs b/Content.Server/StationEvents/Events/MassMindSwapRule.cs index 3b90e6204da..63944563269 100644 --- a/Content.Server/StationEvents/Events/MassMindSwapRule.cs +++ b/Content.Server/StationEvents/Events/MassMindSwapRule.cs @@ -1,7 +1,6 @@ using Robust.Server.GameObjects; using Robust.Shared.Random; using Content.Server.Abilities.Psionics; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Psionics; using Content.Server.StationEvents.Components; diff --git a/Content.Server/StationEvents/Events/MeteorSwarmRule.cs b/Content.Server/StationEvents/Events/MeteorSwarmRule.cs index 455011259dc..ad56479b379 100644 --- a/Content.Server/StationEvents/Events/MeteorSwarmRule.cs +++ b/Content.Server/StationEvents/Events/MeteorSwarmRule.cs @@ -1,5 +1,4 @@ using System.Numerics; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; using Robust.Shared.Map; diff --git a/Content.Server/StationEvents/Events/NinjaSpawnRule.cs b/Content.Server/StationEvents/Events/NinjaSpawnRule.cs index d9d68a386cf..8ad5c8602e3 100644 --- a/Content.Server/StationEvents/Events/NinjaSpawnRule.cs +++ b/Content.Server/StationEvents/Events/NinjaSpawnRule.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Ninja.Systems; using Content.Server.Station.Components; diff --git a/Content.Server/StationEvents/Events/NoosphericFryRule.cs b/Content.Server/StationEvents/Events/NoosphericFryRule.cs index 85f98d6f4be..c04543d2195 100644 --- a/Content.Server/StationEvents/Events/NoosphericFryRule.cs +++ b/Content.Server/StationEvents/Events/NoosphericFryRule.cs @@ -3,7 +3,6 @@ using Robust.Shared.Player; using Content.Server.Atmos.Components; using Content.Server.Atmos.EntitySystems; -using Content.Server.GameTicking.Components; using Content.Shared.Construction.EntitySystems; using Content.Server.GameTicking.Rules.Components; using Content.Server.Popups; diff --git a/Content.Server/StationEvents/Events/NoosphericStormRule.cs b/Content.Server/StationEvents/Events/NoosphericStormRule.cs index 19720e68c34..175318e15bd 100644 --- a/Content.Server/StationEvents/Events/NoosphericStormRule.cs +++ b/Content.Server/StationEvents/Events/NoosphericStormRule.cs @@ -1,6 +1,5 @@ using Robust.Shared.Random; using Content.Server.Abilities.Psionics; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; using Content.Server.Psionics; diff --git a/Content.Server/StationEvents/Events/NoosphericZapRule.cs b/Content.Server/StationEvents/Events/NoosphericZapRule.cs index 2d0f89fd17c..82c3d72b139 100644 --- a/Content.Server/StationEvents/Events/NoosphericZapRule.cs +++ b/Content.Server/StationEvents/Events/NoosphericZapRule.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Popups; using Content.Server.Psionics; diff --git a/Content.Server/StationEvents/Events/PowerGridCheckRule.cs b/Content.Server/StationEvents/Events/PowerGridCheckRule.cs index b0a0bbc9fe0..97e89484612 100644 --- a/Content.Server/StationEvents/Events/PowerGridCheckRule.cs +++ b/Content.Server/StationEvents/Events/PowerGridCheckRule.cs @@ -1,5 +1,4 @@ using System.Threading; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Power.Components; using Content.Server.Power.EntitySystems; diff --git a/Content.Server/StationEvents/Events/PsionicCatGotYourTongueRule.cs b/Content.Server/StationEvents/Events/PsionicCatGotYourTongueRule.cs index 45e8b94fe4b..63e0a435cb0 100644 --- a/Content.Server/StationEvents/Events/PsionicCatGotYourTongueRule.cs +++ b/Content.Server/StationEvents/Events/PsionicCatGotYourTongueRule.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Robust.Shared.Random; using Robust.Shared.Player; using Content.Server.Psionics; diff --git a/Content.Server/StationEvents/Events/RandomEntityStorageSpawnRule.cs b/Content.Server/StationEvents/Events/RandomEntityStorageSpawnRule.cs index 87d50fc8b2a..c3cd719cc4c 100644 --- a/Content.Server/StationEvents/Events/RandomEntityStorageSpawnRule.cs +++ b/Content.Server/StationEvents/Events/RandomEntityStorageSpawnRule.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; using Content.Server.Storage.Components; diff --git a/Content.Server/StationEvents/Events/RandomSentienceRule.cs b/Content.Server/StationEvents/Events/RandomSentienceRule.cs index 7b9173241f7..f667ad79750 100644 --- a/Content.Server/StationEvents/Events/RandomSentienceRule.cs +++ b/Content.Server/StationEvents/Events/RandomSentienceRule.cs @@ -1,5 +1,4 @@ using System.Linq; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Ghost.Roles.Components; using Content.Server.StationEvents.Components; diff --git a/Content.Server/StationEvents/Events/RandomSpawnRule.cs b/Content.Server/StationEvents/Events/RandomSpawnRule.cs index 77744d44e46..c514acc6236 100644 --- a/Content.Server/StationEvents/Events/RandomSpawnRule.cs +++ b/Content.Server/StationEvents/Events/RandomSpawnRule.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; diff --git a/Content.Server/StationEvents/Events/SolarFlareRule.cs b/Content.Server/StationEvents/Events/SolarFlareRule.cs index 0370b4ee61d..a4ec74b43ba 100644 --- a/Content.Server/StationEvents/Events/SolarFlareRule.cs +++ b/Content.Server/StationEvents/Events/SolarFlareRule.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Radio; using Robust.Shared.Random; diff --git a/Content.Server/StationEvents/Events/StationEventSystem.cs b/Content.Server/StationEvents/Events/StationEventSystem.cs index 257babd0d2c..6de8024bd0a 100644 --- a/Content.Server/StationEvents/Events/StationEventSystem.cs +++ b/Content.Server/StationEvents/Events/StationEventSystem.cs @@ -1,6 +1,5 @@ using Content.Server.Administration.Logs; using Content.Server.Chat.Systems; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules; using Content.Server.GameTicking.Rules.Components; using Content.Server.Station.Systems; diff --git a/Content.Server/StationEvents/Events/VentClogRule.cs b/Content.Server/StationEvents/Events/VentClogRule.cs index 867f41dcccf..e263a5f4f69 100644 --- a/Content.Server/StationEvents/Events/VentClogRule.cs +++ b/Content.Server/StationEvents/Events/VentClogRule.cs @@ -6,7 +6,6 @@ using Robust.Shared.Random; using System.Linq; using Content.Server.Fluids.EntitySystems; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; diff --git a/Content.Server/StationEvents/Events/VentCrittersRule.cs b/Content.Server/StationEvents/Events/VentCrittersRule.cs index c2605039bce..cdcf2bf6ff2 100644 --- a/Content.Server/StationEvents/Events/VentCrittersRule.cs +++ b/Content.Server/StationEvents/Events/VentCrittersRule.cs @@ -1,4 +1,3 @@ -using Content.Server.GameTicking.Components; using Content.Server.StationEvents.Components; using Content.Server.GameTicking.Rules.Components; using Content.Server.Station.Components; diff --git a/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs b/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs index a6c38ef765f..aa0c9b214b4 100644 --- a/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs +++ b/Content.Server/StationEvents/RampingStationEventSchedulerSystem.cs @@ -1,5 +1,4 @@ using Content.Server.GameTicking; -using Content.Server.GameTicking.Components; using Content.Server.GameTicking.Rules; using Content.Server.GameTicking.Rules.Components; using Content.Server.StationEvents.Components; diff --git a/Content.Server/Traitor/Components/AutoTraitorComponent.cs b/Content.Server/Traitor/Components/AutoTraitorComponent.cs index 473441ccec2..ab4bee2f267 100644 --- a/Content.Server/Traitor/Components/AutoTraitorComponent.cs +++ b/Content.Server/Traitor/Components/AutoTraitorComponent.cs @@ -11,12 +11,12 @@ public sealed partial class AutoTraitorComponent : Component /// /// Whether to give the traitor an uplink or not. /// - [DataField, ViewVariables(VVAccess.ReadWrite)] + [DataField("giveUplink"), ViewVariables(VVAccess.ReadWrite)] public bool GiveUplink = true; /// /// Whether to give the traitor objectives or not. /// - [DataField, ViewVariables(VVAccess.ReadWrite)] + [DataField("giveObjectives"), ViewVariables(VVAccess.ReadWrite)] public bool GiveObjectives = true; } diff --git a/Content.Server/Traitor/Systems/AutoTraitorSystem.cs b/Content.Server/Traitor/Systems/AutoTraitorSystem.cs index e9307effbc6..15deae25529 100644 --- a/Content.Server/Traitor/Systems/AutoTraitorSystem.cs +++ b/Content.Server/Traitor/Systems/AutoTraitorSystem.cs @@ -1,7 +1,6 @@ -using Content.Server.Antag; +using Content.Server.GameTicking.Rules; using Content.Server.Traitor.Components; using Content.Shared.Mind.Components; -using Robust.Shared.Prototypes; namespace Content.Server.Traitor.Systems; @@ -10,10 +9,7 @@ namespace Content.Server.Traitor.Systems; /// public sealed class AutoTraitorSystem : EntitySystem { - [Dependency] private readonly AntagSelectionSystem _antag = default!; - - [ValidatePrototypeId] - private const string DefaultTraitorRule = "Traitor"; + [Dependency] private readonly TraitorRuleSystem _traitorRule = default!; public override void Initialize() { @@ -24,6 +20,44 @@ public override void Initialize() private void OnMindAdded(EntityUid uid, AutoTraitorComponent comp, MindAddedMessage args) { - _antag.ForceMakeAntag(args.Mind.Comp.Session, DefaultTraitorRule); + TryMakeTraitor(uid, comp); + } + + /// + /// Sets the GiveUplink field. + /// + public void SetGiveUplink(EntityUid uid, bool giveUplink, AutoTraitorComponent? comp = null) + { + if (!Resolve(uid, ref comp)) + return; + + comp.GiveUplink = giveUplink; + } + + /// + /// Sets the GiveObjectives field. + /// + public void SetGiveObjectives(EntityUid uid, bool giveObjectives, AutoTraitorComponent? comp = null) + { + if (!Resolve(uid, ref comp)) + return; + + comp.GiveObjectives = giveObjectives; + } + + /// + /// Checks if there is a mind, then makes it a traitor using the options. + /// + public bool TryMakeTraitor(EntityUid uid, AutoTraitorComponent? comp = null) + { + if (!Resolve(uid, ref comp)) + return false; + + //Start the rule if it has not already been started + var traitorRuleComponent = _traitorRule.StartGameRule(); + _traitorRule.MakeTraitor(uid, traitorRuleComponent, giveUplink: comp.GiveUplink, giveObjectives: comp.GiveObjectives); + // prevent spamming anything if it fails + RemComp(uid); + return true; } } diff --git a/Content.Server/Traitor/Uplink/Commands/AddUplinkCommand.cs b/Content.Server/Traitor/Uplink/Commands/AddUplinkCommand.cs index 79192f6b496..cdaed3f928e 100644 --- a/Content.Server/Traitor/Uplink/Commands/AddUplinkCommand.cs +++ b/Content.Server/Traitor/Uplink/Commands/AddUplinkCommand.cs @@ -83,9 +83,12 @@ public void Execute(IConsoleShell shell, string argStr, string[] args) uplinkEntity = eUid; } + // Get TC count + var tcCount = _cfgManager.GetCVar(CCVars.TraitorStartingBalance); + Logger.Debug(_entManager.ToPrettyString(user)); // Finally add uplink var uplinkSys = _entManager.System(); - if (!uplinkSys.AddUplink(user, 20, uplinkEntity: uplinkEntity)) + if (!uplinkSys.AddUplink(user, FixedPoint2.New(tcCount), uplinkEntity: uplinkEntity)) { shell.WriteLine(Loc.GetString("add-uplink-command-error-2")); } diff --git a/Content.Server/Zombies/PendingZombieComponent.cs b/Content.Server/Zombies/PendingZombieComponent.cs index 1bb0ef28720..a49b424c53f 100644 --- a/Content.Server/Zombies/PendingZombieComponent.cs +++ b/Content.Server/Zombies/PendingZombieComponent.cs @@ -1,5 +1,4 @@ using Content.Shared.Damage; -using Robust.Shared.Prototypes; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom; namespace Content.Server.Zombies; @@ -36,21 +35,6 @@ public sealed partial class PendingZombieComponent : Component [DataField("gracePeriod"), ViewVariables(VVAccess.ReadWrite)] public TimeSpan GracePeriod = TimeSpan.Zero; - /// - /// The minimum amount of time initial infected have before they start taking infection damage. - /// - [DataField] - public TimeSpan MinInitialInfectedGrace = TimeSpan.FromMinutes(12.5f); - - /// - /// The maximum amount of time initial infected have before they start taking damage. - /// - [DataField] - public TimeSpan MaxInitialInfectedGrace = TimeSpan.FromMinutes(15f); - - [DataField] - public EntProtoId ZombifySelfActionPrototype = "ActionTurnUndead"; - /// /// The chance each second that a warning will be shown. /// diff --git a/Content.Server/Zombies/ZombieSystem.Transform.cs b/Content.Server/Zombies/ZombieSystem.Transform.cs index 2b39404ab50..c6c71b80345 100644 --- a/Content.Server/Zombies/ZombieSystem.Transform.cs +++ b/Content.Server/Zombies/ZombieSystem.Transform.cs @@ -60,6 +60,7 @@ public sealed partial class ZombieSystem [Dependency] private readonly MindSystem _mind = default!; [Dependency] private readonly SharedRoleSystem _roles = default!; [Dependency] private readonly SharedAudioSystem _audio = default!; + [Dependency] private readonly ActionsSystem _actions = default!; // DeltaV - No psionic zombies /// /// Handles an entity turning into a zombie when they die or go into crit diff --git a/Content.Server/Zombies/ZombieSystem.cs b/Content.Server/Zombies/ZombieSystem.cs index 09c8fa26db6..080bef44e7a 100644 --- a/Content.Server/Zombies/ZombieSystem.cs +++ b/Content.Server/Zombies/ZombieSystem.cs @@ -1,5 +1,4 @@ using System.Linq; -using Content.Server.Actions; using Content.Server.Body.Systems; using Content.Server.Chat; using Content.Server.Chat.Systems; @@ -31,7 +30,6 @@ public sealed partial class ZombieSystem : SharedZombieSystem [Dependency] private readonly BloodstreamSystem _bloodstream = default!; [Dependency] private readonly DamageableSystem _damageable = default!; [Dependency] private readonly ChatSystem _chat = default!; - [Dependency] private readonly ActionsSystem _actions = default!; [Dependency] private readonly AutoEmoteSystem _autoEmote = default!; [Dependency] private readonly EmoteOnDamageSystem _emoteOnDamage = default!; [Dependency] private readonly MetaDataSystem _metaData = default!; @@ -76,8 +74,6 @@ private void OnPendingMapInit(EntityUid uid, PendingZombieComponent component, M } component.NextTick = _timing.CurTime + TimeSpan.FromSeconds(1f); - component.GracePeriod = _random.Next(component.MinInitialInfectedGrace, component.MaxInitialInfectedGrace); - _actions.AddAction(uid, ref component.Action, component.ZombifySelfActionPrototype); } public override void Update(float frameTime) diff --git a/Content.Shared/Antag/AntagAcceptability.cs b/Content.Shared/Antag/AntagAcceptability.cs index 02d0b5f58fe..98abe713ebe 100644 --- a/Content.Shared/Antag/AntagAcceptability.cs +++ b/Content.Shared/Antag/AntagAcceptability.cs @@ -20,8 +20,3 @@ public enum AntagAcceptability All } -public enum AntagSelectionTime : byte -{ - PrePlayerSpawn, - PostPlayerSpawn -} diff --git a/Content.Shared/CCVar/CCVars.cs b/Content.Shared/CCVar/CCVars.cs index e419a67f16e..ff2a915b1ba 100644 --- a/Content.Shared/CCVar/CCVars.cs +++ b/Content.Shared/CCVar/CCVars.cs @@ -537,6 +537,91 @@ public static readonly CVarDef public static readonly CVarDef DiscordAuthApiKey = CVarDef.Create("discord.auth_api_key", "", CVar.SERVERONLY | CVar.CONFIDENTIAL); + + /* + * Suspicion + */ + + public static readonly CVarDef SuspicionMinPlayers = + CVarDef.Create("suspicion.min_players", 5); + + public static readonly CVarDef SuspicionMinTraitors = + CVarDef.Create("suspicion.min_traitors", 2); + + public static readonly CVarDef SuspicionPlayersPerTraitor = + CVarDef.Create("suspicion.players_per_traitor", 6); + + public static readonly CVarDef SuspicionStartingBalance = + CVarDef.Create("suspicion.starting_balance", 20); + + public static readonly CVarDef SuspicionMaxTimeSeconds = + CVarDef.Create("suspicion.max_time_seconds", 300); + + /* + * Traitor + */ + + public static readonly CVarDef TraitorMinPlayers = + CVarDef.Create("traitor.min_players", 5); + + public static readonly CVarDef TraitorMaxTraitors = + CVarDef.Create("traitor.max_traitors", 12); // Assuming average server maxes somewhere from like 50-80 people + + public static readonly CVarDef TraitorPlayersPerTraitor = + CVarDef.Create("traitor.players_per_traitor", 10); + + public static readonly CVarDef TraitorCodewordCount = + CVarDef.Create("traitor.codeword_count", 4); + + public static readonly CVarDef TraitorStartingBalance = + CVarDef.Create("traitor.starting_balance", 20); + + public static readonly CVarDef TraitorMaxDifficulty = + CVarDef.Create("traitor.max_difficulty", 5); + + public static readonly CVarDef TraitorMaxPicks = + CVarDef.Create("traitor.max_picks", 20); + + public static readonly CVarDef TraitorStartDelay = + CVarDef.Create("traitor.start_delay", 4f * 60f); + + public static readonly CVarDef TraitorStartDelayVariance = + CVarDef.Create("traitor.start_delay_variance", 3f * 60f); + + /* + * TraitorDeathMatch + */ + + public static readonly CVarDef TraitorDeathMatchStartingBalance = + CVarDef.Create("traitordm.starting_balance", 20); + + /* + * Zombie + */ + + public static readonly CVarDef ZombieMinPlayers = + CVarDef.Create("zombie.min_players", 20); + + /* + * Pirates + */ + + public static readonly CVarDef PiratesMinPlayers = + CVarDef.Create("pirates.min_players", 25); + + public static readonly CVarDef PiratesMaxOps = + CVarDef.Create("pirates.max_pirates", 6); + + public static readonly CVarDef PiratesPlayersPerOp = + CVarDef.Create("pirates.players_per_pirate", 5); + + /* + * Nukeops + */ + + public static readonly CVarDef NukeopsSpawnGhostRoles = + CVarDef.Create("nukeops.spawn_ghost_roles", false); + /* * Tips */ @@ -2206,7 +2291,7 @@ public static readonly CVarDef /// public static readonly CVarDef StationGoalsChance = CVarDef.Create("game.station_goals_chance", 0.1f, CVar.SERVERONLY); - + #region CPR System /// @@ -2253,7 +2338,7 @@ public static readonly CVarDef /// public static readonly CVarDef CPRAirlossReductionMultiplier = CVarDef.Create("cpr.airloss_reduction_multiplier", 1f, CVar.REPLICATED | CVar.SERVER); - + #endregion #region Contests System diff --git a/Content.Shared/Clothing/Loadouts/Systems/LoadoutSystem.cs b/Content.Shared/Clothing/Loadouts/Systems/LoadoutSystem.cs index 08ca204372f..e7a0eef80ee 100644 --- a/Content.Shared/Clothing/Loadouts/Systems/LoadoutSystem.cs +++ b/Content.Shared/Clothing/Loadouts/Systems/LoadoutSystem.cs @@ -34,7 +34,7 @@ private void OnMapInit(EntityUid uid, LoadoutComponent component, MapInitEvent a return; var proto = _prototype.Index(_random.Pick(component.Prototypes)); - _station.EquipStartingGear(uid, proto); + _station.EquipStartingGear(uid, proto, null); } diff --git a/Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs b/Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs index ce49f80af3b..ece4b59e91a 100644 --- a/Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs +++ b/Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs @@ -328,11 +328,8 @@ public void SetScale(EntityUid uid, Vector2 scale, bool sync = true, HumanoidApp /// The mob's entity UID. /// The character profile to load. /// Humanoid component of the entity - public virtual void LoadProfile(EntityUid uid, HumanoidCharacterProfile? profile, HumanoidAppearanceComponent? humanoid = null) + public virtual void LoadProfile(EntityUid uid, HumanoidCharacterProfile profile, HumanoidAppearanceComponent? humanoid = null) { - if (profile == null) - return; - if (!Resolve(uid, ref humanoid)) { return; diff --git a/Content.Shared/Inventory/InventorySystem.Helpers.cs b/Content.Shared/Inventory/InventorySystem.Helpers.cs index 7e325abe216..811387d3750 100644 --- a/Content.Shared/Inventory/InventorySystem.Helpers.cs +++ b/Content.Shared/Inventory/InventorySystem.Helpers.cs @@ -1,6 +1,8 @@ using System.Diagnostics.CodeAnalysis; +using System.Linq; using Content.Shared.Hands.Components; using Content.Shared.Storage.EntitySystems; +using Robust.Shared.Containers; using Robust.Shared.Prototypes; namespace Content.Shared.Inventory; @@ -94,7 +96,7 @@ bool DeleteItem() /// /// The entity that you want to spawn an item on /// A list of prototype IDs that you want to spawn in the bag. - public void SpawnItemsOnEntity(EntityUid entity, List items) + public void SpawnItemsOnEntity(EntityUid entity, List items) { foreach (var item in items) { diff --git a/Content.Shared/NukeOps/NukeOperativeComponent.cs b/Content.Shared/NukeOps/NukeOperativeComponent.cs index d19f0ae3e9d..cdbefece9d6 100644 --- a/Content.Shared/NukeOps/NukeOperativeComponent.cs +++ b/Content.Shared/NukeOps/NukeOperativeComponent.cs @@ -13,9 +13,14 @@ namespace Content.Shared.NukeOps; [RegisterComponent, NetworkedComponent] public sealed partial class NukeOperativeComponent : Component { + /// + /// Path to antagonist alert sound. + /// + [DataField("greetSoundNotification")] + public SoundSpecifier GreetSoundNotification = new SoundPathSpecifier("/Audio/Ambience/Antag/nukeops_start.ogg"); /// - /// + /// /// [DataField("syndStatusIcon", customTypeSerializer: typeof(PrototypeIdSerializer))] public string SyndStatusIcon = "SyndicateFaction"; diff --git a/Content.Shared/Roles/SharedRoleSystem.cs b/Content.Shared/Roles/SharedRoleSystem.cs index 94ad32164b3..e8053e4c678 100644 --- a/Content.Shared/Roles/SharedRoleSystem.cs +++ b/Content.Shared/Roles/SharedRoleSystem.cs @@ -1,4 +1,3 @@ -using System.Linq; using Content.Shared.Administration.Logs; using Content.Shared.Database; using Content.Shared.Mind; @@ -63,64 +62,6 @@ protected void SubscribeAntagEvents() where T : AntagonistRoleComponent _antagTypes.Add(typeof(T)); } - public void MindAddRoles(EntityUid mindId, ComponentRegistry components, MindComponent? mind = null, bool silent = false) - { - if (!Resolve(mindId, ref mind)) - return; - - EntityManager.AddComponents(mindId, components); - var antagonist = false; - foreach (var compReg in components.Values) - { - var compType = compReg.Component.GetType(); - - var comp = EntityManager.ComponentFactory.GetComponent(compType); - if (IsAntagonistRole(comp.GetType())) - { - antagonist = true; - break; - } - } - - var mindEv = new MindRoleAddedEvent(silent); - RaiseLocalEvent(mindId, ref mindEv); - - var message = new RoleAddedEvent(mindId, mind, antagonist, silent); - if (mind.OwnedEntity != null) - { - RaiseLocalEvent(mind.OwnedEntity.Value, message, true); - } - - _adminLogger.Add(LogType.Mind, LogImpact.Low, - $"Role components {string.Join(components.Keys.ToString(), ", ")} added to mind of {_minds.MindOwnerLoggingString(mind)}"); - } - - public void MindAddRole(EntityUid mindId, Component component, MindComponent? mind = null, bool silent = false) - { - if (!Resolve(mindId, ref mind)) - return; - - if (HasComp(mindId, component.GetType())) - { - throw new ArgumentException($"We already have this role: {component}"); - } - - EntityManager.AddComponent(mindId, component); - var antagonist = IsAntagonistRole(component.GetType()); - - var mindEv = new MindRoleAddedEvent(silent); - RaiseLocalEvent(mindId, ref mindEv); - - var message = new RoleAddedEvent(mindId, mind, antagonist, silent); - if (mind.OwnedEntity != null) - { - RaiseLocalEvent(mind.OwnedEntity.Value, message, true); - } - - _adminLogger.Add(LogType.Mind, LogImpact.Low, - $"'Role {component}' added to mind of {_minds.MindOwnerLoggingString(mind)}"); - } - /// /// Gives this mind a new role. /// @@ -236,11 +177,6 @@ public bool IsAntagonistRole() return _antagTypes.Contains(typeof(T)); } - public bool IsAntagonistRole(Type component) - { - return _antagTypes.Contains(component); - } - /// /// Play a sound for the mind, if it has a session attached. /// Use this for role greeting sounds. diff --git a/Content.Shared/Station/SharedStationSpawningSystem.cs b/Content.Shared/Station/SharedStationSpawningSystem.cs index ea0898824b6..55b746f2ce4 100644 --- a/Content.Shared/Station/SharedStationSpawningSystem.cs +++ b/Content.Shared/Station/SharedStationSpawningSystem.cs @@ -1,17 +1,16 @@ using Content.Shared.Hands.Components; using Content.Shared.Hands.EntitySystems; using Content.Shared.Inventory; +using Content.Shared.Preferences; using Content.Shared.Roles; using Content.Shared.Storage; using Content.Shared.Storage.EntitySystems; using Robust.Shared.Collections; -using Robust.Shared.Prototypes; namespace Content.Shared.Station; public abstract class SharedStationSpawningSystem : EntitySystem { - [Dependency] protected readonly IPrototypeManager PrototypeManager = default!; [Dependency] protected readonly InventorySystem InventorySystem = default!; [Dependency] private readonly SharedHandsSystem _handsSystem = default!; [Dependency] private readonly SharedStorageSystem _storage = default!; @@ -22,27 +21,14 @@ public abstract class SharedStationSpawningSystem : EntitySystem /// /// Entity to load out. /// Starting gear to use. - public void EquipStartingGear(EntityUid entity, ProtoId? startingGear) + /// Character profile to use, if any. + public void EquipStartingGear(EntityUid entity, StartingGearPrototype startingGear, HumanoidCharacterProfile? profile) { - PrototypeManager.TryIndex(startingGear, out var gearProto); - EquipStartingGear(entity, gearProto); - } - - /// - /// Equips starting gear onto the given entity. - /// - /// Entity to load out. - /// Starting gear to use. - public void EquipStartingGear(EntityUid entity, StartingGearPrototype? startingGear) - { - if (startingGear == null) - return; - if (InventorySystem.TryGetSlots(entity, out var slotDefinitions)) { foreach (var slot in slotDefinitions) { - var equipmentStr = startingGear.GetGear(slot.Name, null); + var equipmentStr = startingGear.GetGear(slot.Name, profile); if (string.IsNullOrEmpty(equipmentStr)) continue; diff --git a/Resources/Locale/en-US/game-ticking/game-presets/preset-pirates.ftl b/Resources/Locale/en-US/game-ticking/game-presets/preset-pirates.ftl new file mode 100644 index 00000000000..941643dd9a9 --- /dev/null +++ b/Resources/Locale/en-US/game-ticking/game-presets/preset-pirates.ftl @@ -0,0 +1,10 @@ +pirates-title = Privateers +pirates-description = A group of privateers has approached your lowly station. Hostile or not, their sole goal is to end the round with as many knicknacks on their ship as they can get. + +pirates-no-ship = Through unknown circumstances, the privateer's ship was completely and utterly destroyed. No score. +pirates-final-score = The privateers successfully obtained {$score} spesos worth +pirates-final-score-2 = of knicknacks, with a total of {$finalPrice} spesos. +pirates-list-start = The privateers were: +pirates-most-valuable = The most valuable stolen items were: +pirates-stolen-item-entry = {$entity} ({$credits} spesos) +pirates-stole-nothing = - The pirates stole absolutely nothing at all. Point and laugh. diff --git a/Resources/Maps/Shuttles/striker.yml b/Resources/Maps/Shuttles/striker.yml index 88b113d7fdb..35b6178bd45 100644 --- a/Resources/Maps/Shuttles/striker.yml +++ b/Resources/Maps/Shuttles/striker.yml @@ -1,2389 +1,2389 @@ -meta: - format: 6 - postmapinit: false -tilemap: - 0: Space - 29: FloorDark - 84: FloorShuttleRed - 104: FloorTechMaint - 105: FloorTechMaint2 - 118: FloorWood - 120: Lattice - 121: Plating -entities: -- proto: "" - entities: - - uid: 325 - components: - - type: MetaData - - type: Transform - pos: 0.5638949,0.47865233 - parent: invalid - - type: MapGrid - chunks: - -1,-1: - ind: -1,-1 - tiles: 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- version: 6 - 0,-1: - ind: 0,-1 - tiles: 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- version: 6 - 0,0: - ind: 0,0 - tiles: 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'#7F1C1FFF' - id: BrickTileWhiteCornerSe - decals: - 9: 1,-3 - - node: - color: '#7F1C1FFF' - id: BrickTileWhiteCornerSw - decals: - 10: -3,-3 - - node: - color: '#7F1C1FFF' - id: BrickTileWhiteLineS - decals: - 6: -2,-3 - 7: -1,-3 - 8: 0,-3 - - node: - color: '#FFFFFFFF' - id: Delivery - decals: - 23: 2,-2 - 24: -4,-2 - - node: - color: '#FFFFFFFF' - id: WarnLineE - decals: - 14: 1,-2 - - node: - color: '#FFFFFFFF' - id: WarnLineS - decals: - 16: -3,-2 - - node: - color: '#FFFFFFFF' - id: WarnLineW - decals: - 15: -1,-1 - - node: - color: '#FFFFFFFF' - id: WoodTrimThinLineN - decals: - 17: -1,-5 - 18: 0,-5 - 19: -2,-5 - - node: - color: '#FFFFFFFF' - id: WoodTrimThinLineS - decals: - 20: -2,-6 - 21: -1,-6 - 22: 0,-6 - - type: GridAtmosphere - version: 2 - data: - tiles: - -1,-1: - 0: 65535 - 0,-1: - 0: 65535 - -2,-1: - 0: 52424 - -1,-3: - 0: 65280 - -1,-2: - 0: 65535 - 0,-3: - 0: 30464 - 0,-2: - 0: 30583 - -2,0: - 0: 8 - -1,0: - 0: 3839 - 0,0: - 0: 895 - uniqueMixes: - - volume: 2500 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PortableGeneratorSuperPacmanMachineCircuitboard + entities: + - uid: 232 + components: + - type: Transform + parent: 41 + - type: Physics + canCollide: False + - uid: 236 + components: + - type: Transform + parent: 56 + - type: Physics + canCollide: False +- proto: PosterContrabandC20r + entities: + - uid: 24 + components: + - type: Transform + pos: 2.5,-2.5 + parent: 325 +- proto: PosterContrabandEnergySwords + entities: + - uid: 227 + components: + - type: Transform + pos: -2.5,-6.5 + parent: 325 +- proto: PosterContrabandNuclearDeviceInformational + entities: + - uid: 228 + components: + - type: Transform + pos: -2.5,0.5 + parent: 325 +- proto: PosterContrabandSyndicateRecruitment + entities: + - uid: 229 + components: + - type: Transform + pos: 0.5,-3.5 + parent: 325 +- proto: Poweredlight + entities: + - uid: 94 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: 0.5,0.5 + parent: 325 + - uid: 110 + components: + - type: Transform + rot: 3.141592653589793 rad + pos: -2.5,-2.5 + parent: 325 +- proto: PoweredlightLED + entities: + - uid: 182 + components: + - type: Transform + rot: 3.141592653589793 rad + pos: 2.5,-5.5 + parent: 325 + - type: ApcPowerReceiver + powerLoad: 0 + - uid: 183 + components: + - type: Transform + rot: 3.141592653589793 rad + pos: -3.5,-5.5 + parent: 325 + - type: ApcPowerReceiver + powerLoad: 0 + - uid: 184 + components: + - type: Transform + pos: -1.5,-7.5 + parent: 325 + - type: ApcPowerReceiver + powerLoad: 0 +- proto: PoweredSmallLight + entities: + - uid: 204 + components: + - type: Transform + rot: 3.141592653589793 rad + pos: -1.5,-5.5 + parent: 325 + - type: ApcPowerReceiver + powerLoad: 0 +- proto: Rack + entities: + - uid: 83 + components: + - type: Transform + pos: 1.5,-0.5 + parent: 325 + - uid: 84 + components: + - type: Transform + pos: 1.5,-2.5 + parent: 325 +- proto: ReinforcedPlasmaWindow + entities: + - uid: 14 + components: + - type: Transform + pos: -1.5,1.5 + parent: 325 + - uid: 15 + components: + - type: Transform + pos: -1.5,2.5 + parent: 325 + - uid: 16 + components: + - type: Transform + pos: -0.5,2.5 + parent: 325 + - uid: 17 + components: + - type: Transform + pos: 0.5,2.5 + parent: 325 + - uid: 18 + components: + - type: Transform + pos: 0.5,1.5 + parent: 325 + - uid: 26 + components: + - type: Transform + pos: 3.5,-1.5 + parent: 325 + - uid: 42 + components: + - type: Transform + pos: 1.5,-4.5 + parent: 325 + - uid: 70 + components: + - type: Transform + pos: 1.5,-5.5 + parent: 325 + - uid: 71 + components: + - type: Transform + pos: -2.5,-4.5 + parent: 325 + - uid: 72 + components: + - type: Transform + pos: -2.5,-5.5 + parent: 325 +- proto: RemoteSignaller + entities: + - uid: 176 + components: + - type: Transform + pos: 1.3427892,-2.379079 + parent: 325 + - type: Physics + canCollide: False +- proto: SheetGlass1 + entities: + - uid: 244 + components: + - type: Transform + parent: 58 + - type: Stack + count: 2 + - type: Physics + canCollide: False +- proto: SheetSteel1 + entities: + - uid: 255 + components: + - type: Transform + parent: 95 + - type: Stack + count: 5 + - type: Physics + canCollide: False + - uid: 262 + components: + - type: Transform + parent: 96 + - type: Stack + count: 5 + - type: Physics + canCollide: False + - uid: 269 + components: + - type: Transform + parent: 97 + - type: Stack + count: 5 + - type: Physics + canCollide: False + - uid: 276 + components: + - type: Transform + parent: 98 + - type: Stack + count: 5 + - type: Physics + canCollide: False + - uid: 283 + components: + - type: Transform + parent: 99 + - type: Stack + count: 5 + - type: Physics + canCollide: False + - uid: 290 + components: + - type: Transform + parent: 100 + - type: Stack + count: 5 + - type: Physics + canCollide: False + - uid: 297 + components: + - type: Transform + parent: 101 + - type: Stack + count: 5 + - type: Physics + canCollide: False + - uid: 304 + components: + - type: Transform + parent: 102 + - type: Stack + count: 5 + - type: Physics + canCollide: False +- proto: SignalButton + entities: + - uid: 205 + components: + - type: Transform + rot: 3.141592653589793 rad + pos: -1.5,-3.5 + parent: 325 + - type: DeviceLinkSource + linkedPorts: + 193: + - Pressed: Toggle + 192: + - Pressed: Toggle + 190: + - Pressed: Toggle + 191: + - Pressed: Toggle + 196: + - Pressed: Toggle + 202: + - Pressed: Toggle + 201: + - Pressed: Toggle + 200: + - Pressed: Toggle + 199: + - Pressed: Toggle + 198: + - Pressed: Toggle +- proto: SignSpace + entities: + - uid: 230 + components: + - type: Transform + pos: -3.5,-0.5 + parent: 325 +- proto: SoapSyndie + entities: + - uid: 90 + components: + - type: Transform + pos: 0.5436061,-7.5129323 + parent: 325 +- proto: SpawnPointLoneNukeOperative + entities: + - uid: 322 + components: + - type: Transform + pos: -0.5,-4.5 + parent: 325 +- proto: StealthBox + entities: + - uid: 106 + components: + - type: Transform + pos: 0.49860507,-2.4513345 + parent: 325 + - type: Stealth + enabled: False + - type: EntityStorage + open: True +- proto: SubstationWallBasic + entities: + - uid: 103 + components: + - type: Transform + pos: -1.5,-6.5 + parent: 325 + - type: PowerNetworkBattery + loadingNetworkDemand: 15106.935 + currentReceiving: 15105.06 + currentSupply: 15106.935 + supplyRampPosition: 1.875 +- proto: SuitStorageSyndie + entities: + - uid: 67 + components: + - type: Transform + pos: 2.5,-1.5 + parent: 325 +- proto: SyndicateCommsComputerCircuitboard + entities: + - uid: 246 + components: + - type: Transform + parent: 65 + - type: Physics + canCollide: False +- proto: SyndicateComputerComms + entities: + - uid: 65 + components: + - type: Transform + rot: 1.5707963267948966 rad + pos: -1.5,0.5 + parent: 325 + - type: ContainerContainer + containers: + board: !type:Container + showEnts: False + occludes: True + ents: + - 246 +- proto: SyndicateIDCard + entities: + - uid: 324 + components: + - type: Transform + pos: 1.57673,-2.3849022 + parent: 325 +- proto: SyndicateShuttleConsoleCircuitboard + entities: + - uid: 245 + components: + - type: Transform + parent: 64 + - type: Physics + canCollide: False +- proto: Table + entities: + - uid: 165 + components: + - type: Transform + pos: -2.5,-2.5 + parent: 325 +- proto: TableWood + entities: + - uid: 45 + components: + - type: Transform + pos: -1.5,-5.5 + parent: 325 +- proto: Thruster + entities: + - uid: 95 + components: + - type: Transform + rot: 3.141592653589793 rad + pos: -3.5,-9.5 + parent: 325 + - type: ContainerContainer + containers: + machine_board: !type:Container + showEnts: False + occludes: True + ents: + - 249 + machine_parts: !type:Container + showEnts: False + occludes: True + ents: + - 250 + - 251 + - 252 + - 253 + - 254 + - 255 + - uid: 96 + components: + - type: Transform + rot: 3.141592653589793 rad + pos: 2.5,-9.5 + parent: 325 + - type: ContainerContainer + containers: + machine_board: !type:Container + showEnts: False + occludes: True + ents: + - 256 + machine_parts: !type:Container + showEnts: False + occludes: True + ents: + - 257 + - 258 + - 259 + - 260 + - 261 + - 262 + - uid: 97 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: 2.5,-4.5 + parent: 325 + - type: ContainerContainer + containers: + machine_board: !type:Container + showEnts: False + occludes: True + ents: + - 263 + machine_parts: !type:Container + showEnts: False + occludes: True + ents: + - 264 + - 265 + - 266 + - 267 + - 268 + - 269 + - uid: 98 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: 2.5,-5.5 + parent: 325 + - type: ContainerContainer + containers: + machine_board: !type:Container + showEnts: False + occludes: True + ents: + - 270 + machine_parts: !type:Container + showEnts: False + occludes: True + ents: + - 271 + - 272 + - 273 + - 274 + - 275 + - 276 + - uid: 99 + components: + - type: Transform + rot: 1.5707963267948966 rad + pos: -3.5,-4.5 + parent: 325 + - type: ContainerContainer + containers: + machine_board: !type:Container + showEnts: False + occludes: True + ents: + - 277 + machine_parts: !type:Container + showEnts: False + occludes: True + ents: + - 278 + - 279 + - 280 + - 281 + - 282 + - 283 + - uid: 100 + components: + - type: Transform + rot: 1.5707963267948966 rad + pos: -3.5,-5.5 + parent: 325 + - type: ContainerContainer + containers: + machine_board: !type:Container + showEnts: False + occludes: True + ents: + - 284 + machine_parts: !type:Container + showEnts: False + occludes: True + ents: + - 285 + - 286 + - 287 + - 288 + - 289 + - 290 + - uid: 101 + components: + - type: Transform + pos: -3.5,1.5 + parent: 325 + - type: ContainerContainer + containers: + machine_board: !type:Container + showEnts: False + occludes: True + ents: + - 291 + machine_parts: !type:Container + showEnts: False + occludes: True + ents: + - 292 + - 293 + - 294 + - 295 + - 296 + - 297 + - uid: 102 + components: + - type: Transform + pos: 2.5,1.5 + parent: 325 + - type: ContainerContainer + containers: + machine_board: !type:Container + showEnts: False + occludes: True + ents: + - 298 + machine_parts: !type:Container + showEnts: False + occludes: True + ents: + - 299 + - 300 + - 301 + - 302 + - 303 + - 304 +- proto: ThrusterMachineCircuitboard + entities: + - uid: 249 + components: + - type: Transform + parent: 95 + - type: Physics + canCollide: False + - uid: 256 + components: + - type: Transform + parent: 96 + - type: Physics + canCollide: False + - uid: 263 + components: + - type: Transform + parent: 97 + - type: Physics + canCollide: False + - uid: 270 + components: + - type: Transform + parent: 98 + - type: Physics + canCollide: False + - uid: 277 + components: + - type: Transform + parent: 99 + - type: Physics + canCollide: False + - uid: 284 + components: + - type: Transform + parent: 100 + - type: Physics + canCollide: False + - uid: 291 + components: + - type: Transform + parent: 101 + - type: Physics + canCollide: False + - uid: 298 + components: + - type: Transform + parent: 102 + - type: Physics + canCollide: False +- proto: ToolboxSyndicateFilled + entities: + - uid: 177 + components: + - type: Transform + pos: 1.5699697,-0.44908836 + parent: 325 + - type: Physics + canCollide: False +- proto: ToyFigurineNukie + entities: + - uid: 10 + components: + - type: Transform + pos: -2.3371089,-2.140279 + parent: 325 +- proto: VendingMachineSyndieDrobe + entities: + - uid: 163 + components: + - type: Transform + pos: -2.5,-0.5 + parent: 325 +- proto: WallPlastitanium + entities: + - uid: 7 + components: + - type: Transform + pos: -2.5,0.5 + parent: 325 + - uid: 8 + components: + - type: Transform + pos: -3.5,0.5 + parent: 325 + - uid: 9 + components: + - type: Transform + pos: -3.5,-0.5 + parent: 325 + - uid: 11 + components: + - type: Transform + pos: 1.5,0.5 + parent: 325 + - uid: 12 + components: + - type: Transform + pos: 2.5,0.5 + parent: 325 + - uid: 13 + components: + - type: Transform + pos: -4.5,-0.5 + parent: 325 + - uid: 22 + components: + - type: Transform + pos: 3.5,-0.5 + parent: 325 + - uid: 25 + components: + - type: Transform + pos: 3.5,-2.5 + parent: 325 + - uid: 27 + components: + - type: Transform + pos: -3.5,-2.5 + parent: 325 + - uid: 28 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: -3.5,-6.5 + parent: 325 + - uid: 29 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: 2.5,-6.5 + parent: 325 + - uid: 30 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: -2.5,-6.5 + parent: 325 + - uid: 31 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: -3.5,-8.5 + parent: 325 + - uid: 32 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: -2.5,-8.5 + parent: 325 + - uid: 33 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: 1.5,-6.5 + parent: 325 + - uid: 34 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: 1.5,-3.5 + parent: 325 + - uid: 35 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: -2.5,-9.5 + parent: 325 + - uid: 36 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: 1.5,-8.5 + parent: 325 + - uid: 37 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: 1.5,-9.5 + parent: 325 + - uid: 38 + components: + - type: Transform + pos: -4.5,-2.5 + parent: 325 + - uid: 39 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: 2.5,-3.5 + parent: 325 + - uid: 44 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: 2.5,-8.5 + parent: 325 + - uid: 48 + components: + - type: Transform + pos: 2.5,-7.5 + parent: 325 + - uid: 49 + components: + - type: Transform + pos: -3.5,-7.5 + parent: 325 + - uid: 54 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: -2.5,-3.5 + parent: 325 + - uid: 55 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: -3.5,-3.5 + parent: 325 + - uid: 60 + components: + - type: Transform + rot: 3.141592653589793 rad + pos: -1.5,-6.5 + parent: 325 + - uid: 61 + components: + - type: Transform + rot: 3.141592653589793 rad + pos: 0.5,-6.5 + parent: 325 + - uid: 62 + components: + - type: Transform + rot: 3.141592653589793 rad + pos: -1.5,-3.5 + parent: 325 + - uid: 63 + components: + - type: Transform + rot: 3.141592653589793 rad + pos: 0.5,-3.5 + parent: 325 + - uid: 66 + components: + - type: Transform + pos: 0.5,-9.5 + parent: 325 + - uid: 69 + components: + - type: Transform + pos: -2.5,1.5 + parent: 325 + - uid: 73 + components: + - type: Transform + pos: 1.5,1.5 + parent: 325 + - uid: 80 + components: + - type: Transform + pos: 2.5,-2.5 + parent: 325 + - uid: 81 + components: + - type: Transform + pos: 2.5,-0.5 + parent: 325 + - uid: 92 + components: + - type: Transform + pos: -1.5,-9.5 + parent: 325 + - uid: 108 + components: + - type: Transform + pos: -0.5,-9.5 + parent: 325 +- proto: WallPlastitaniumDiagonal + entities: + - uid: 23 + components: + - type: Transform + pos: -4.5,0.5 + parent: 325 + - uid: 43 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: 3.5,0.5 + parent: 325 + - uid: 68 + components: + - type: Transform + rot: -1.5707963267948966 rad + pos: 1.5,2.5 + parent: 325 + - uid: 79 + components: + - type: Transform + rot: 1.5707963267948966 rad + pos: -4.5,-3.5 + parent: 325 + - uid: 82 + components: + - type: Transform + rot: 3.141592653589793 rad + pos: 3.5,-3.5 + parent: 325 + - uid: 86 + components: + - type: Transform + pos: -2.5,2.5 + parent: 325 +- proto: WindoorSecure + entities: + - uid: 166 + components: + - type: Transform + rot: 1.5707963267948966 rad + pos: -3.5,-1.5 + parent: 325 + - uid: 206 + components: + - type: Transform + rot: 3.141592653589793 rad + pos: -0.5,-0.5 + parent: 325 + - type: ContainerContainer + containers: + board: !type:Container + showEnts: False + occludes: True + ents: + - 346 +- proto: YellowOxygenTankFilled + entities: + - uid: 167 + components: + - type: Transform + pos: 1.60798,-0.3062118 + parent: 325 +... diff --git a/Resources/Prototypes/Entities/Markers/Spawners/ghost_roles.yml b/Resources/Prototypes/Entities/Markers/Spawners/ghost_roles.yml index 0b09e0e4c9f..712dfcf3a06 100644 --- a/Resources/Prototypes/Entities/Markers/Spawners/ghost_roles.yml +++ b/Resources/Prototypes/Entities/Markers/Spawners/ghost_roles.yml @@ -90,7 +90,8 @@ - !type:DepartmentTimeRequirement # DeltaV - Security dept time requirement department: Security time: 36000 # DeltaV - 10 hours - - type: GhostRoleAntagSpawner + - type: GhostRoleMobSpawner + prototype: MobHumanLoneNuclearOperative - type: Sprite sprite: Markers/jobs.rsi layers: diff --git a/Resources/Prototypes/GameRules/events.yml b/Resources/Prototypes/GameRules/events.yml index 284ed006525..ca885117449 100644 --- a/Resources/Prototypes/GameRules/events.yml +++ b/Resources/Prototypes/GameRules/events.yml @@ -441,28 +441,11 @@ weight: 2 duration: 1 - type: ZombieRule - - type: AntagSelection - definitions: - - prefRoles: [ InitialInfected ] - max: 3 - playerRatio: 10 - blacklist: - components: - - ZombieImmune - - InitialInfectedExempt - briefing: - text: zombie-patientzero-role-greeting - color: Plum - sound: "/Audio/Ambience/Antag/zombie_start.ogg" - components: - - type: PendingZombie #less time to prepare than normal - minInitialInfectedGrace: 300 - maxInitialInfectedGrace: 450 - - type: ZombifyOnDeath - - type: IncurableZombie - mindComponents: - - type: InitialInfectedRole - prototype: InitialInfected + minStartDelay: 0 #let them know immediately + maxStartDelay: 10 + maxInitialInfected: 2 + minInitialInfectedGrace: 300 + maxInitialInfectedGrace: 450 - type: entity id: LoneOpsSpawn @@ -475,29 +458,7 @@ minimumPlayers: 15 reoccurrenceDelay: 45 duration: 1 - - type: LoadMapRule - mapPath: /Maps/Shuttles/striker.yml - - type: NukeopsRule - roundEndBehavior: Nothing - - type: AntagSelection - definitions: - - spawnerPrototype: SpawnPointLoneNukeOperative - min: 1 - max: 1 - pickPlayer: false - startingGear: SyndicateLoneOperativeGearFull - components: - - type: NukeOperative - - type: RandomMetadata - nameSegments: - - SyndicateNamesPrefix - - SyndicateNamesNormal - - type: NpcFactionMember - factions: - - Syndicate - mindComponents: - - type: NukeopsRole - prototype: Nukeops + - type: LoneOpsSpawnRule - type: entity id: MassHallucinations diff --git a/Resources/Prototypes/GameRules/midround.yml b/Resources/Prototypes/GameRules/midround.yml index bb870f6007e..37fc4b44cde 100644 --- a/Resources/Prototypes/GameRules/midround.yml +++ b/Resources/Prototypes/GameRules/midround.yml @@ -34,23 +34,6 @@ id: Thief components: - type: ThiefRule - - type: AntagSelection - definitions: - - prefRoles: [ Thief ] - maxRange: - min: 1 - max: 3 - playerRatio: 1 - allowNonHumans: true - multiAntagSetting: All - startingGear: ThiefGear - components: - - type: Pacified - mindComponents: - - type: ThiefRole - prototype: Thief - briefing: - sound: "/Audio/Misc/thief_greeting.ogg" - type: entity noSpawn: true diff --git a/Resources/Prototypes/GameRules/roundstart.yml b/Resources/Prototypes/GameRules/roundstart.yml index 46513376187..0af55a7f9d0 100644 --- a/Resources/Prototypes/GameRules/roundstart.yml +++ b/Resources/Prototypes/GameRules/roundstart.yml @@ -70,114 +70,31 @@ components: - type: GameRule minPlayers: 35 - - type: RandomMetadata #this generates the random operation name cuz it's cool. - nameSegments: - - operationPrefix - - operationSuffix - type: NukeopsRule - - type: LoadMapRule - gameMap: NukieOutpost - - type: AntagSelection - selectionTime: PrePlayerSpawn - definitions: - - prefRoles: [ NukeopsCommander ] - fallbackRoles: [ Nukeops, NukeopsMedic ] - max: 1 - playerRatio: 10 - startingGear: SyndicateCommanderGearFull - components: - - type: NukeOperative - - type: RandomMetadata - nameSegments: - - nukeops-role-commander - - SyndicateNamesElite - - type: NpcFactionMember - factions: - - Syndicate - mindComponents: - - type: NukeopsRole - prototype: NukeopsCommander - - prefRoles: [ NukeopsMedic ] - fallbackRoles: [ Nukeops, NukeopsCommander ] - max: 1 - playerRatio: 10 - startingGear: SyndicateOperativeMedicFull - components: - - type: NukeOperative - - type: RandomMetadata - nameSegments: - - nukeops-role-agent - - SyndicateNamesNormal - - type: NpcFactionMember - factions: - - Syndicate - mindComponents: - - type: NukeopsRole - prototype: NukeopsMedic - - prefRoles: [ Nukeops ] - fallbackRoles: [ NukeopsCommander, NukeopsMedic ] - min: 0 - max: 3 - playerRatio: 10 - startingGear: SyndicateOperativeGearFull - components: - - type: NukeOperative - - type: RandomMetadata - nameSegments: - - nukeops-role-operator - - SyndicateNamesNormal - - type: NpcFactionMember - factions: - - Syndicate - mindComponents: - - type: NukeopsRole - prototype: Nukeops + faction: Syndicate + +- type: entity + id: Pirates + parent: BaseGameRule + noSpawn: true + components: + - type: PiratesRule - type: entity id: Traitor parent: BaseGameRule noSpawn: true components: - - type: GameRule - minPlayers: 5 - delay: - min: 240 - max: 420 - type: TraitorRule - - type: AntagSelection - definitions: - - prefRoles: [ Traitor ] - max: 12 - playerRatio: 10 - lateJoinAdditional: true - mindComponents: - - type: TraitorRole - prototype: Traitor - type: entity id: Revolutionary parent: BaseGameRule noSpawn: true components: - - type: GameRule - minPlayers: 15 - type: RevolutionaryRule - - type: AntagSelection - definitions: - - prefRoles: [ HeadRev ] - max: 2 - playerRatio: 20 # WD - briefing: - text: head-rev-role-greeting - color: CornflowerBlue - sound: "/Audio/Ambience/Antag/headrev_start.ogg" - startingGear: HeadRevGear - components: - - type: Revolutionary - - type: HeadRevolutionary - mindComponents: - - type: RevolutionaryRole - prototype: HeadRev + maxHeadRevs: 2 # DeltaV + playersPerHeadRev: 30 # DeltaV - need highpop readied up for multiple headrevs - type: entity id: Sandbox @@ -198,32 +115,7 @@ parent: BaseGameRule noSpawn: true components: - - type: GameRule - minPlayers: 20 - delay: - min: 600 - max: 900 - type: ZombieRule - - type: AntagSelection - definitions: - - prefRoles: [ InitialInfected ] - max: 6 - playerRatio: 10 - blacklist: - components: - - ZombieImmune - - InitialInfectedExempt - briefing: - text: zombie-patientzero-role-greeting - color: Plum - sound: "/Audio/Ambience/Antag/zombie_start.ogg" - components: - - type: PendingZombie - - type: ZombifyOnDeath - - type: IncurableZombie - mindComponents: - - type: InitialInfectedRole - prototype: InitialInfected # event schedulers - type: entity @@ -262,6 +154,7 @@ - id: BasicTrashVariationPass - id: SolidWallRustingVariationPass - id: ReinforcedWallRustingVariationPass + - id: CutWireVariationPass - id: BasicPuddleMessVariationPass prob: 0.99 orGroup: puddleMess diff --git a/Resources/Prototypes/Roles/Antags/nukeops.yml b/Resources/Prototypes/Roles/Antags/nukeops.yml index b02ebe67539..26024b44b28 100644 --- a/Resources/Prototypes/Roles/Antags/nukeops.yml +++ b/Resources/Prototypes/Roles/Antags/nukeops.yml @@ -40,23 +40,3 @@ department: Command min: 36000 # DeltaV - 10 hours - !type:CharacterWhitelistRequirement - -#Lone Operative Gear -- type: startingGear - id: SyndicateLoneOperativeGearFull - equipment: - jumpsuit: ClothingUniformJumpsuitOperative - back: ClothingBackpackDuffelSyndicateOperative - mask: ClothingMaskGasSyndicate - eyes: ClothingEyesHudSyndicate - ears: ClothingHeadsetAltSyndicate - gloves: ClothingHandsGlovesCombat - outerClothing: ClothingOuterHardsuitSyndie - shoes: ClothingShoesBootsCombatFilled - id: SyndiPDA - pocket1: DoubleEmergencyOxygenTankFilled - pocket2: BaseUplinkRadio40TC - belt: ClothingBeltMilitaryWebbing - innerClothingSkirt: ClothingUniformJumpskirtOperative - satchel: ClothingBackpackDuffelSyndicateOperative - duffelbag: ClothingBackpackDuffelSyndicateOperative diff --git a/Resources/Prototypes/Roles/Jobs/Fun/misc_startinggear.yml b/Resources/Prototypes/Roles/Jobs/Fun/misc_startinggear.yml index b2bcd8bcb49..434a7c1083e 100644 --- a/Resources/Prototypes/Roles/Jobs/Fun/misc_startinggear.yml +++ b/Resources/Prototypes/Roles/Jobs/Fun/misc_startinggear.yml @@ -293,18 +293,8 @@ #Head Rev Gear - type: startingGear id: HeadRevGear - storage: - back: - - Flash - - ClothingEyesGlassesSunglasses - -#Thief Gear -- type: startingGear - id: ThiefGear - storage: - back: - - ToolboxThief - - ClothingHandsChameleonThief + equipment: + pocket2: Flash #Gladiator with spear - type: startingGear diff --git a/Resources/Prototypes/game_presets.yml b/Resources/Prototypes/game_presets.yml index 7d9c9786bb5..7d7169bf10a 100644 --- a/Resources/Prototypes/game_presets.yml +++ b/Resources/Prototypes/game_presets.yml @@ -164,3 +164,15 @@ - Zombie - BasicStationEventScheduler - BasicRoundstartVariation + +- type: gamePreset + id: Pirates + alias: + - pirates + name: pirates-title + description: pirates-description + showInVote: false + rules: + - Pirates + - BasicStationEventScheduler + - BasicRoundstartVariation