2021-02-12 07:02:14 -08:00
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using System;
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2020-05-03 11:25:39 +02:00
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using System.Threading;
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2020-08-20 18:09:29 +02:00
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using Content.Server.GameObjects.Components.Suspicion;
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2020-08-25 13:37:21 +02:00
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using Content.Server.GameObjects.EntitySystems;
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2021-02-04 04:16:36 +01:00
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using Content.Server.GameObjects.EntitySystems.GameMode;
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2020-05-03 11:25:39 +02:00
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using Content.Server.Interfaces.Chat;
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using Content.Server.Interfaces.GameTicking;
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2020-08-27 16:39:29 +02:00
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using Content.Server.Mobs.Roles.Suspicion;
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2020-05-03 11:25:39 +02:00
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using Content.Server.Players;
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2020-11-07 01:15:56 +01:00
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using Content.Shared;
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2020-12-07 14:52:55 +01:00
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using Content.Shared.GameObjects.Components.Mobs.State;
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2021-02-11 01:13:03 -08:00
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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2020-08-21 21:09:24 +02:00
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using Robust.Shared.Audio;
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2021-02-11 01:13:03 -08:00
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using Robust.Shared.Configuration;
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2020-05-03 11:25:39 +02:00
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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2020-09-13 14:23:52 +02:00
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using Robust.Shared.Localization;
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2021-02-11 01:13:03 -08:00
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using Robust.Shared.Timing;
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2020-05-03 11:25:39 +02:00
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameTicking.GameRules
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{
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/// <summary>
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2021-01-14 04:24:43 +01:00
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/// Simple GameRule that will do a TTT-like gamemode with traitors.
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2020-05-03 11:25:39 +02:00
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/// </summary>
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public sealed class RuleSuspicion : GameRule, IEntityEventSubscriber
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{
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private static readonly TimeSpan DeadCheckDelay = TimeSpan.FromSeconds(1);
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2020-08-24 14:10:28 +02:00
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IGameTicker _gameTicker = default!;
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2020-08-25 16:10:54 +02:00
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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2020-05-03 11:25:39 +02:00
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2020-11-27 11:00:49 +01:00
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private readonly CancellationTokenSource _checkTimerCancel = new();
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private TimeSpan _endTime;
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2020-12-03 01:49:22 +01:00
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public TimeSpan RoundMaxTime { get; set; } = TimeSpan.FromSeconds(CCVars.SuspicionMaxTimeSeconds.DefaultValue);
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public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
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2020-05-03 11:25:39 +02:00
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public override void Added()
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{
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2020-12-03 01:49:22 +01:00
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RoundMaxTime = TimeSpan.FromSeconds(_cfg.GetCVar(CCVars.SuspicionMaxTimeSeconds));
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2021-02-04 04:16:36 +01:00
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_endTime = _timing.CurTime + RoundMaxTime;
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2020-09-13 14:23:52 +02:00
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_chatManager.DispatchServerAnnouncement(Loc.GetString("There are traitors on the station! Find them, and kill them!"));
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Bodysystem and damagesystem rework (#1544)
* Things and stuff with grids, unfinished w/ code debug changes.
* Updated submodule and also lost some progress cause I fucked it up xd
* First unfinished draft of the BodySystem. Doesn't compile.
* More changes to make it compile, but still just a framework. Doesn't do anything at the moment.
* Many cleanup changes.
* Revert "Merge branch 'master' of https://github.com/GlassEclipse/space-station-14 into body_system"
This reverts commit ddd4aebbc76cf2a0b7b102f72b93d55a0816c88c, reversing
changes made to 12d0dd752706bdda8879393bd8191a1199a0c978.
* Commit human.yml
* Updated a lot of things to be more classy, more progress overall, etc. etc.
* Latest update with many changes
* Minor changes
* Fixed Travis build bug
* Adds first draft of Body Scanner console, apparently I also forgot to tie Mechanisms into body parts so now a heart just sits in the Torso like a good boy :)
* Commit rest of stuff
* Latest changes
* Latest changes again
* 14 naked cowboys
* Yay!
* Latest changes (probably doesnt compile)
* Surgery!!!!!!!!!~1116y
* Cleaned some stuff up
* More cleanup
* Refactoring of code. Basic surgery path now done.
* Removed readme, has been added to HackMD
* Fixes typo (and thus test errors)
* WIP changes, committing so I can pull latest master changes
* Still working on that god awful merge
* Latest changes
* Latest changes!!
* Beginning of refactor to BoundUserInterface
* Surgery!
* Latest changes - fixes pr change requests and random fixes
* oops
* Fixes bodypart recursion
* Beginning of work on revamping the damage system.
* More latest changes
* Latest changes
* Finished merge
* Commit before removing old healthcode
* Almost done with removing speciescomponent...
* It compiles!!!
* yahoo more work
* Fixes to make it work
* Merge conflict fixes
* Deleting species visualizer was a mistake
* IDE warnings are VERBOTEN
* makes the server not kill itself on startup, some cleanup (#1)
* Namespaces, comments and exception fixes
* Fix conveyor and conveyor switch serialization
SS14 in reactive when
* Move damage, acts and body to shared
Damage cleanup
Comment cleanup
* Rename SpeciesComponent to RotationComponent and cleanup
Damage cleanup
Comment cleanup
* Fix nullable warnings
* Address old reviews
Fix off welder suicide damage type, deathmatch and suspicion
* Fix new test fail with units being able to accept items when unpowered
* Remove RotationComponent, change references to IBodyManagerComponent
* Add a bloodstream to humans
* More cleanups
* Add body conduits, connections, connectors substances and valves
* Revert "Add body conduits, connections, connectors substances and valves"
This reverts commit 9ab0b50e6b15fe98852d7b0836c0cdbf4bd76d20.
* Implement the heart mechanism behavior with the circulatory network
* Added network property to mechanism behaviors
* Changed human organ sprites and added missing ones
* Fix tests
* Add individual body part sprite rendering
* Fix error where dropped mechanisms are not initialized
* Implement client/server body damage
* Make DamageContainer take care of raising events
* Reimplement medical scanner with the new body system
* Improve the medical scanner ui
* Merge conflict fixes
* Fix crash when colliding with something
* Fix microwave suicides and eyes sprite rendering
* Fix nullable reference error
* Fix up surgery client side
* Fix missing using from merge conflict
* Add breathing
*inhale
* Merge conflict fixes
* Fix accumulatedframetime being reset to 0 instead of decreased by the threshold
https://github.com/space-wizards/space-station-14/pull/1617
* Use and add to the new AtmosHelpers
* Fix feet
* Add proper coloring to dropped body parts
* Fix Urist's lungs being too strong
* Merge conflict fixes
* Merge conflict fixes
* Merge conflict fixes
Co-authored-by: GlassEclipse <tsymall5@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com>
2020-08-17 01:42:42 +02:00
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2020-09-13 14:23:52 +02:00
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bool Predicate(IPlayerSession session) => session.ContentData()?.Mind?.HasRole<SuspicionTraitorRole>() ?? false;
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EntitySystem.Get<AudioSystem>().PlayGlobal("/Audio/Misc/tatoralert.ogg", AudioParams.Default, Predicate);
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2021-02-04 04:16:36 +01:00
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EntitySystem.Get<SuspicionEndTimerSystem>().EndTime = _endTime;
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2020-08-21 21:09:24 +02:00
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2021-02-12 07:02:14 -08:00
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EntitySystem.Get<ServerDoorSystem>().AccessType = ServerDoorSystem.AccessTypes.AllowAllNoExternal;
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2020-08-25 13:37:21 +02:00
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2020-12-03 01:49:22 +01:00
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Timer.SpawnRepeating(DeadCheckDelay, CheckWinConditions, _checkTimerCancel.Token);
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2020-05-03 11:25:39 +02:00
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}
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public override void Removed()
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{
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base.Removed();
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EntitySystem.Get<ServerDoorSystem>().AccessType = ServerDoorSystem.AccessTypes.Id;
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2021-02-04 04:16:36 +01:00
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EntitySystem.Get<SuspicionEndTimerSystem>().EndTime = null;
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2020-08-25 13:37:21 +02:00
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2020-05-03 11:25:39 +02:00
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_checkTimerCancel.Cancel();
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}
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2021-02-04 04:16:36 +01:00
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private void Timeout()
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2020-12-03 01:49:22 +01:00
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("Time has run out for the traitors!"));
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EndRound(Victory.Innocents);
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}
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private void CheckWinConditions()
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{
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2020-11-07 01:15:56 +01:00
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if (!_cfg.GetCVar(CCVars.GameLobbyEnableWin))
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2020-08-25 16:10:54 +02:00
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return;
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2020-05-03 11:25:39 +02:00
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var traitorsAlive = 0;
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var innocentsAlive = 0;
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foreach (var playerSession in _playerManager.GetAllPlayers())
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{
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if (playerSession.AttachedEntity == null
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|| !playerSession.AttachedEntity.TryGetComponent(out IMobStateComponent mobState)
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2020-09-13 14:23:52 +02:00
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|| !playerSession.AttachedEntity.HasComponent<SuspicionRoleComponent>())
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{
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continue;
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}
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2020-12-07 14:52:55 +01:00
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if (!mobState.IsAlive())
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2020-05-03 11:25:39 +02:00
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{
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continue;
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}
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2020-08-16 18:41:16 +02:00
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2020-09-13 14:23:52 +02:00
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var mind = playerSession.ContentData()?.Mind;
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if (mind != null && mind.HasRole<SuspicionTraitorRole>())
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2020-05-03 11:25:39 +02:00
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traitorsAlive++;
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else
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innocentsAlive++;
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}
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2020-09-13 14:23:52 +02:00
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if (innocentsAlive + traitorsAlive == 0)
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2020-05-03 11:25:39 +02:00
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{
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2020-09-13 14:23:52 +02:00
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_chatManager.DispatchServerAnnouncement(Loc.GetString("Everybody is dead, it's a stalemate!"));
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2020-08-20 18:09:29 +02:00
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EndRound(Victory.Stalemate);
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2020-05-03 11:25:39 +02:00
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}
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else if (traitorsAlive == 0)
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{
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2020-09-13 14:23:52 +02:00
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_chatManager.DispatchServerAnnouncement(Loc.GetString("The traitors are dead! The innocents win."));
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2020-08-20 18:09:29 +02:00
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EndRound(Victory.Innocents);
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2020-05-03 11:25:39 +02:00
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}
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else if (innocentsAlive == 0)
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{
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2020-09-13 14:23:52 +02:00
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_chatManager.DispatchServerAnnouncement(Loc.GetString("The innocents are dead! The traitors win."));
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2020-08-20 18:09:29 +02:00
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EndRound(Victory.Traitors);
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2020-05-03 11:25:39 +02:00
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}
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2021-02-04 04:16:36 +01:00
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else if (_timing.CurTime > _endTime)
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{
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_chatManager.DispatchServerAnnouncement(Loc.GetString("Time has run out for the traitors!"));
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EndRound(Victory.Innocents);
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}
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2020-05-03 11:25:39 +02:00
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}
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2020-08-20 18:09:29 +02:00
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private enum Victory
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2020-05-03 11:25:39 +02:00
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{
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2020-08-20 18:09:29 +02:00
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Stalemate,
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Innocents,
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Traitors
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}
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private void EndRound(Victory victory)
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{
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string text;
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switch (victory)
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{
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case Victory.Innocents:
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2020-09-13 14:23:52 +02:00
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text = Loc.GetString("The innocents have won!");
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2020-08-20 18:09:29 +02:00
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break;
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case Victory.Traitors:
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2020-09-13 14:23:52 +02:00
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text = Loc.GetString("The traitors have won!");
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2020-08-20 18:09:29 +02:00
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break;
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default:
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2020-09-13 14:23:52 +02:00
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text = Loc.GetString("Nobody wins!");
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2020-08-20 18:09:29 +02:00
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break;
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}
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_gameTicker.EndRound(text);
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2020-09-13 14:23:52 +02:00
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2020-12-03 01:49:22 +01:00
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_chatManager.DispatchServerAnnouncement(Loc.GetString("Restarting in {0} seconds.", (int) RoundEndDelay.TotalSeconds));
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2020-05-03 11:25:39 +02:00
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_checkTimerCancel.Cancel();
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2020-09-13 14:23:52 +02:00
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2020-12-03 01:49:22 +01:00
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Timer.Spawn(RoundEndDelay, () => _gameTicker.RestartRound());
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2020-05-03 11:25:39 +02:00
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}
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}
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}
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